MYST URU THE COMPLETE CHRONICLES V 1.2 Title: Myst URU the complete chronicles v 1.2 Publisher: Ubi Soft For PC MS Word: Currier New Created: 11/2014 Revised; 3/2019 By: Ghidrah EMaul: Ghidrah1@hotmail.com If anyone wishes to use this guide on their site, I would like to know. I don't have a problem with its use by others on Gaming forums, FAQ sites, or being copied for personal use. I'd like to know if it's to be used on a site though, just so I could drop by to ensure it hasn't been altered. So please send me your sites URL. __________________________________________________________________________ As with all my guides, find some legit trick I missed, I'll give you credit for it in the guide and an insert amendment to the guide where it will be used. As long as the trick, shortcut, etc., etc., can be validated by me without the use of any kind of cheat codes if (codes) exist for this PC version of the game. __________________________________________________________________________ 1. JUNK 2. OPTIONS 3. REVISIONS 4. BRIEFING 5. WALKTHROUGH MENU 6. CONTRACTIONS 7. URU WALKTHROUGH 8. TO D'NI 9. PATH OF THE SHELL 10. SOLUTIONS 11. RELTO PAGES AND BAHRO STONES PER AGE 12. LOCATIONS OF GREAT ZERO MARKERS __________________________________________________________________________ 1. JUNK 2/8/18 !!!I AM SO SORRY!!! Huge apology to anyone that tried to use this guide since it was posted here at GameFaqs 3/21/15. I don't know why or how I posted this without completing Path of the Shell and never would have known if I hadn't begun playing it again recently and gotten stuck in Ahnonay and getting lost switching between spheres. +=+=+=+=+=+=+=+=+=+=+=+=+ From what I can find, URU came out in 2003 I kind of found out about URU, Revelation and End of Ages around the same time 2009. I bought Revelation and EOA late in the summer of 09 and then got URU as a Xmas present from wifey. I played and wrote a walkthrough for Revelation in the fall of 2009 then later in 2010 I played and wrote a walkthrough for EOA mid summer 2010. It's been so long, I'm not sure of the exact dates, but I played the heck out of URU later in 2011 and sure I was on the verge of beginning a walkthrough when Frankie III died. Needless to say Frankie IV is Win 7 64 and none of the Myst games ... none of the games I had back to win 98 would work on the new 64 bit OS. I did find some patches that let me get back some of my PC games COD and FEAR but there are issues with both, none of which are game stoppers as with Myst. I however still can't play 4 Ghost Recon, 2 Silent Hill, XIII and my Prince of Persia games. In late 2014 I again began looking for solutions for Myst and discovered GOG.com after stalking the site for a while, (reading junk on the Myst games and their issues) I decided to cough up the cash for URU as a test, considering how inexpensive the cost for the game was at the time I figured no great loss if it doesn't pan out, e.g., (GOG will refund your freaking money if you aren't satisfied, I'm guessing the game doesn't work). How the hell can you throw a stick at that offer? At the beginning of the 1st run I worked out the crash issue, touching a linking book in a totem caused the game to crash. The game, (on my pile) default loaded with compatibility mode for XP/sp3, I changed it to Win 7 64 and the prob disappeared. I'm so EFFIN HAPPY! No issues minus the Gahreesen jump bug at LR after 2 complete runs, I'll be ordering EOA from GOG.com ASAP! 1.1 I should have a few chapters on video in a month or so as an adjunct to the much improved guide __________________________________________________________________________ 2. OPTIONS Regarding your keyboard and mouse, once you have the game installed and begin a game, it shows you a window with 2 rows the top shows default keyboard keys and the bottom half is fixed mouse buttons. Scan the bottom of the game screen you'll find an (X) and a (?), the (X) is for quitting the game and the (?) symbol is for game options. Help shows the default keyboard and mouse options; Key Map has adjustable keyboard keys, too bad it doesn't allow for mouse changes, it also shows F key options. Game Setting is mostly sound related and Calibration is for screen brightness. I set keyboard for (Q,W,E and A,S,D) for movement, I really wish the game would let me program my mouse so I wouldn't need to touch the keyboard at all. When you get to Relto, (your mesa sanctuary) you'll acquire at least one book for the lower left portion of the screen, it'll be your Relto book which is your escape clause that prevents your death due to damage by purpose or accident. There's also a note book you can pick up in the hut if you like for notes, when I take it its by accident, I never use it; I prefer to write in a real note book, I scribble faster than I type. 1. At the start screen you can adjust graphics and audio. Frankly, my eyes can't tell the difference between 800 x 600 and the highest resolution the game offers so I leave it at 800 x 600. As of win 10, I max the resolution anyway. 2. If you have a 5 button wheel mouse when you are in 3rd person you can sort of zoom in and out with the wheel. 3. If you press Caps Lock Your avatar will be in constant run mode. 4. The bottom right side of your screen has an (X) and a (?), the (X) will allow you to quit the game without loosing data. (?) is the Options Menu where you can somewhat modify your controls. 5. The bottom left of the screen is where your Relto book, KI device and journal will be. 6. Once you have the KI device you can take pics. Poke the KI eye or tap F5. __________________________________________________________________________ 3. REVISIONS 3/14/19 Er'cana JC omission error correction 3/12/19 Creating v 1.2d 3/8/19 can also register 2nd set of GZ markers in Antechamber. 2/17/18 Returning fireflies to E. Kemo 2/16/18 Kadish Tolesa; new path in piston room 2/14/18 added all Relto pages and Bahro stones I found all ages 2/11/18 added all great zero markers in To D'NI 2/9/18 Gahreesen; Solution for jump bug between LR and the JC mesa 2/6/18 Route change from office BS link to mushroom to Relto 2/6/18 Teledahn; Route change Prison cells __________________________________________________________________________ 4. BRIEFING Lead with the TI, (targeting Icon); test everything for interactive items. Throughout your travels you may find it beneficial to revert back and forth between 1st and 3rd person to complete tactics, maneuvers and objectives. In the past I never used 3rd P, but I do find it beneficial now, it makes things move quicker for positioning and jumps. Gahreesen was not an issue with my late XP system but it was a horror show with Win 7 and still is with the Win 10 GOG.com version. In particular, jumping to the mesa between LR and BR, pretty much everything I tried had MF falling through the mesa. At the time the best advice I had to offer wasn't. Now, I do have a solution that with just a minimum of practice will produce a 95+% success rate for the maneuver and it also works in Win 10 64bit. If at any time you elect to drop the guide and go on your own and then somewhere along the line you get really stuck; consider just shutting the game down and taking a break for a couple hours or even a day or so to give your brain a rest. More times than I can count answers and or ideas came out of the blue while doing something completely different. One must be hyper observant when playing a Myst game, if you haven't played before or haven't played in a long time, it's difficult to know or remember what is and isn't important to completing the age you're in or one of the other ages in the game. I keep a notepad beside the keyboard and put down and or draw everything artificial. Unless you're super familiar with the game, I suggest resisting the temptation to run, there's too much to miss. In all my earlier guides, (not just Myst) I played and completed games with the minimum requirements to do so, this concept is conducive to game speeding, however, (and I mean this) Myst can be speeded, (sorta) but shouldn't. After getting the game back and after so many years of not playing I quickly discovered that most of what I though I remembered was actually a mash-up of URU, Revelation and EOA. I dumped the run and began again, Yeesha! I missed so much; In the beginning I avoided Bahro stones, (hence BS) in general, I considered them to be mostly traps, then near the end I had to go back to all the ages and relocate them. Add all the running about and at least 5 Relto pages were missed, maybe more. I know for sure I never had the dock, clock, music device, 3 suns or the fireplace. As much of a PITA getting back from a BS link is, there are some that are very important to as full an experience as possible, e.g., completing the "To D'ni" GZ marker puzzles for one. Lastly in 2011, "Path of the Shell", I made it to the tree from the Pub and walked the maze but did so without actually completing the entire offer from the game. There was a significant part at the end of Ahnonay, (Space Ahnonay and the main control rm from maintenance area #4) the office and the ride to it. I have no recollection of the lower Bahro cave or utilizing the power stones to light the cavern up for the final and deciding 6X8 image grid that allows you to acquire even more goodies once you return to Relto. __________________________________________________________________________ 5. URU, TO D'NI & PATH OF THE SHELL WALKTHROUGH MENU 7.1 New Mexico, desert, volcano enclosure 7.2 Relto mesa/sanctuary 7.3 Gahreesen 7.4 Teledahn 7.5 Kadish Tolesa 7.6 Eder Kemo Eder Gira 7.7 Completing the adventure +=+=+=+=+=+=+=+=+=+=+=+=+ 8.0 To D'NI +=+=+=+=+=+=+=+=+=+=+=+=+ 9. Path of the shell 9.1 Ahnonay 9.2 Er'Cana __________________________________________________________________________ 6. CONTRACTIONS Bahro Stone= "BS", Clockwise= "Cw", Counter Clockwise= "CCw", Entry Point= "EP", Exit Point= "XP", Hallway= "Hlwy", Initial Link in Point= "ILP", Interactive Items= "II", Journey Cloth= "JC", No Power= "NG", Relto Page= "RP", Targeting Icon= "TI", Walkway= "Wkwy", __________________________________________________________________________ 7. URU WALKTHROUGH 7.1 NEW MEXICO, DESERT CLEFT AND VOLCANO 7.2 RELTO 7.3 GAHREESEN 7.4 TELEDAHN 7.5 KADISH TOLESA 7.6 EDER KEMO EDER GIRA 7.7 COMPLETING THE ADVENTURE (NOTE) 11/2014 So to see what she would come up with, I let wifey create my avatar, an attractive and tastefully dressed mulatto woman named Flurk. She had so much fun designing Flurk I may be able to get her to play the game. I wasn't so sure how it would go, considering my mistake letting my daughters design avatars in the past; I'm not sure whether they were just being cruel to the avatar or me, they created horrendous beings. Load the game, create your avatar then enter the game. You sort of fly over the gate of a huge fenced in area and land a couple feet from the gate. +=+=+=+=+=+=+=+=+=+=+=+=+ 7.1 NEW MEXICO, DESERT CLEFT AND VOLCANO Scan the area, you have a volcano in one direction, the perimeter fence appears to go on forever and it looks like there are a couple 3 objects either side of the volcano that rise above the landscape. To the right of the gate is a large no trespassing sign sort of buried and leaning against the fence. I guess we're in something county New Mexico and someone named Elias or Ellas Zandi owns the property. So there's a shadow behind the sign, facing the sign means south is to Flurk's back and the Volcano is somewhere between S/E to S/W. Looking at the gate I see tire tracks under it. Moving to the back of the sign, I noticed a reddish square on the upper back side of it as I flew over the fence. It's a burlap cloth with a hand like image painted, (I guess) on it. The game interactive icon brightens with a bull's eye when it passes over the cloth this means it's an interactive item. Click on it and watch the thumb light up, it's a "Check Point" marker called a "Journey Cloth" hence known as JC. Head for the left side of the volcano, eventually the skeleton of a very large animal appears. Residing within the skeleton is JC #2, touch it and continue to the object in the distance. The strewn metal debris is clear of JCs, continue onward, soon a windmill appears to rise up from the ground. As you approach the windmill you see the cleft railing as you near the railing you see it surrounds a large gash in the ground. Note that the windmill is very close to the gash. Past the gash and windmill you can see a camper/trailer in the distance, head to the camper. Touch JC #3 then run around to the other side, there's a guy lounging under an awning, the guy is Zandi and he's supposed to help you. (NOTE) If you leave for a bit then return Zandi will repeat his previous speech then add a bit more about the windmill and imager. +=+=+=+=+=+=+=+=+=+=+=+=+ Locate the cleft ladder opposite the windmill and look down into the cleft, move to the ladder and climb down. Explore the cleft thoroughly top to bottom. I found JCs #4 & 5; I got to #4, the other I couldn't. I found the bucket elevator and it's a no go, (hence NG because it isn't powered) so I couldn't touch JC #5. The hand symbol at the base of the tree didn't work and I found a note from Atrus to Yeesha. Make your way around the cleft to the room on the N side, enter the room and investigate. None of the IIs work, when I pressed the blue circle I knocked over a board leaning against the wall that exposed an image with symbols scratched into the wall. Make a rough sketch and orientation then investigate and find similar symbols in the room. The device is NG but you can change the symbols by clicking them. Check the next room, locate the windmill break and pull the lever. Watch the break claws release the shaft but nothing happens; explore the room then return to surface. Push the windmills starter arm to get it going then return to the room with the devices. I tried all 3. The door closed, the green light device flickered but may be broken; the blue light device works if the proper symbols are placed correctly. When the correct symbols are properly placed a hologram of Yeesha appears, follow her and pay attention to what she says and does, she seems kind of flaky to me but she does impart important info. She'll leave you a present before she blinks out; touch the JC #6. (NOTE) As stated there're 7 JCs per age; they're check points/link points not exactly saves points, they do not undo bad moves or wasted time made after touching. So far I've found 6 and touched 5 of them, 5/7. +=+=+=+=+=+=+=+=+=+=+=+=+ Go to the other room and try that door, it opens; I go to the bucket and try it, it works and I drop down, walk to it and touch JC, #5, now I have 6/7. The cleft has been searched so I go topside and head back to Zandi, Zandi says something like; "To open one door another must be closed". So maybe the tree hand is the last check point, return to the cleft, once you land at the bottom of the ladder the 7th cloth will be obvious, if not recall what Zandi said then go to and touch it. The entire hand lights up; remember what Zandi suggested on your 1st meeting? Go to and then try the tree. The tree opens up, climb down the ladder and explore. There're fluorescent images on the cave walls and a book on a pedestal. Touch the book, Flurk attaches the book to her waist, touches it again and appears on Relto. __________________________________________________________________________ 7.2 RELTO Relto is your mesa sanctuary in the clouds, there is a small hut at one end with what looks like a mini volcano behind it and 4 pedestals at the other end. I went to and entered the hut 1st; I found a book shelf on both sides of the room, a cupboard with clothes and a lever that opens the windows. The left shelf, book shelf #1 has 2 books with linking pictures, 1 in slot 8 and 1 in 10, touch both and explore each a smidge then linked back to Relto. When I linked through the book in the 10th slot I landed in a large round room with a hologram, a grand staircase, a balcony and alcoves around the perimeter of the room. I found more books I did not use them and linked back to Relto. The right shelf, book shelf #2 has a bunch of books, a brown book; inside you'll see Teledahn, (mushroom icon); Gahreesen, (mountains or towers); Kadish Tolesa, (trees); Eder Kemo and Eder Gira, (fish and I don't know). The green book is Aegura and Bevin. A journal book, (I never use it) the blue book tells the story of the watcher the rest of the books are marked 1 to 5 and they may be just quotes or prophesies. The quotes are bracketed; I think their meant to be numbered. Go outside to the pedestals, the pedestals have hand print images on them and other images. Touch a pedestal hand and the pedestal opens to reveal a book inside, position for a closer look, one has a fish image, and the book picture looks like a desert, touch it, the age is desert like with geysers/steam vents; link back to Relto. Said linking book is in shelf#1, is red and occupies the 5th slot at the top left shelf. Go to the next pedestal, mushrooms, touch the book you end up in a hexagonal hut, link back, another book, its orange and sits in slot#3. Touch the next pedestal and link, a pentagon room of stone, link back; it's an olive colored book in slot#2. Touch the 4th pedestal and link and you're surrounded by giant trees and broken archways. Link back and it's a purple book in slot#4. (NOTE) I'm told they're called ages and I don't believe it matters which age you explore 1st. If you saw something you liked when linking to one of the 4 ages go there 1st, you can always pick up the age with the find option at- (4. URU, TO D'NI & PATH OF THE SHELL WALKTHROUGH MENU) I'm going to the 1st book on the left Gahreesen in slot #2 and working my way to the right. +=+=+=+=+=+=+=+=+=+=+=+=+ __________________________________________________________________________ 7.3 GAHREESEN 2/9/18 Solution for jump bug at LR to the JC mesa Lead with the TI, scan everything Pull the Gahreesen book in slot #2 and touch the pic; you return to the initial link in point, (hence ILP), a pentagonal room in Gahreesen. Begin your journey. Look around room #1, see the shadows slide along the high walls, it's rotating and there's an observation window at least 1 floor up, we're at the hub of the structure. Exit; see the sign in the anteroom, room #2 "Retrieve KI". Enter the corridor; there's a door looking thing directly in front of you that's NG, the doorway on the right is open so head that way. The open door sends you back toward the outer hub; explore room #3 and discover you're next to the anteroom with the KI sign. Looks like a locker room, there're 4 open lockers/closets 1 locker has a stone tablet with a cloth stuck to it, touch the picture. The place below the balcony looks and sounds like the place called Bevin. There's a large stone slab on the balcony with an etching that looks like Relto, a bunch of pedestals things inside (mushrooms?) and some scary looking beings that may be Bahro. Return to Relto, and use the JC in the book in slot #2. (NOTE) If you look in the books on the left shelf you'll find the link has been added to the blue book with the gold scrollwork on the spine in the 8th slot. You can use this link to return later if you have a need or want. +=+=+=+=+=+=+=+=+=+=+=+=+ Return to Gahreesen and room #3 then enter room #4. #4 has a big blue device, the symbol on it looks like the KI sign in room #2. Touch it and Flurk gets a device strapped to her hand, open it to examine. The top has an eye, poke the eye and the device takes a pic, pictures will be handy. The top right button shows the pics you've taken and the mid button mutes sound, why I don't know. Room #5 has a big crack in the floor and something bright at the bottom. At the far end of #5 a section of collapsed ceiling and wall. A thorough examination of #5 reveals JC #1, touch it then drop into the floor crack. An RP, (Relto Page) while not important to completing the age, it enhances your personal Relto. Once acquired the RP appears in your Relto book, if you feel driven to return to Relto for a visual, get it out of your system. Crap! Junk everywhere, who gonna clean this up? Return to Gahreesen via the JC in the book in slot #2. Climb back into room #5 then exit #5 to the corridor. Locate another wall crack and room #6/locker room #2. Locate the window and discover it's the opposite side of the anteroom near the KI sign. Locate JC#2, climb to and touch it then locate your XP, take your time climbing up and out of the room. Walk the plank in room #6 to the remaining part of room #7, above room #5. Look through the window and discover it's the observation window as seen from the ILP. Exit #7 to the corridor via another crack in the wall, a caution barrier blocks another hole in another wall where you can see something rotating through the hole. The 2nd floor doors are NG so the hole must be the way forward. Stand a few feet from the rotating wall thing and watch for your clue, it appears every 48/49 secs and your opportunity comes 2/3 secs after that. Take note of the continuous indents and protrusions about 4 feet up from the floor, your clue is seen there. It can be a breeze or a real P.I.T.A., so have patience. Once you're in the small narrow crevice, quickly 180 and prep for your exit about 25 secs later. (NOTE) Writing down and drawing what I consider highlights, helps me to organize the data, being able to look at it, (along with the KI device) quite often helps me solve the puzzles faster. +=+=+=+=+=+=+=+=+=+=+=+=+ Prepare to spaz into the big room; take a breath and then explore thoroughly, locate and touch JC #3. I stared at the hole in the wall for 50 secs to ensure there wasn't an extra opening leading back to a new area. There's a giant cog lying flat on/in the floor near your EP and what appear to be 2 clamps or breaks holding it still, they don't respond to pressure. The deformations in the wall do look too much like gear teeth. Both XPs are locked or un-powered. There are 5 panels with levers and markings at the back of the room. The 1st panel has a crankshaft and the 2nd panel has a gear. Panels #3 and 4 look have images that like the big door on the 1st floor that didn't work and #5 looks like all the doors in the structure. You have a KI device; you could snap a pic for future reference. Continue to explore, there's a pressure plate on the floor and against the wall and it has a drum or cylinder cut into the wall. Step on it and take note that the 2 clamp/break things around the cog start blinking. As long as you stand on the pressure plate and or the cylinder is moving the clamps stay lit. When the cylinder stops at floor level the power stops with it, the pressure plate and cylinder act like a magneto. What do we know? The room is un-powered and we can't exit; there is a cog set and locked in the floor; 4 feet above the floor there are gear teeth cut into the wall hub side, (not sure, but believe outer portion of said structure is rotating). A magneto, 5 non powered panels with image markers and 2 structure doors at the ends of the room. What do we want to do? Exit the room to continue with the age. How? Doors need power. With the devices in the room and the clues discovered, you have the means to complete the objective. It may take you a couple 3 tries but the puzzle is easy, it's all in the sequencing. (NOTE) It's a lousy trick to pull on the gamer but; if the power room doors do not open when you complete the power puzzle the reason is that you neglected to acquire an item from the floor below before you entered the power room. You'll need to acquire it before the doors will function. +=+=+=+=+=+=+=+=+=+=+=+=+ You've made it out of the room and completed at least 1 lap through the corridor and are back in the power room. There's nothing left to find or do on the 2nd floor, it's obvious what and where your 2nd floor XP is. Check your 1st and 2nd floor notes, look at the 5 lit up power panels again then head back to the 1st floor corridor. Locate your active 1st floor XP and ride up to the roof. At the top of Little Rotator, AKA LR; YIKES, I thought LR was big. The rotating structure at the other side of the huge water filled depression is at least 3 times the diameter and 4 times the height of LR. The big one is now designated as Big Rotator AKA BR, LR and BR. Explore the roof; at the center I think I may be looking down into the hub/ILP. There is one ramp extending out from LR and appears to be the only way to BR, go to the outer tip and take a gander at the scenery, river, falls, trees and stone outcropping. Beautiful yeah! Take note of the mesa between LR and BR, it looks like your connection to BR and it has a JC. 2/9/18 "JUMP BUG SOLUTION" at LR to the JC mesa, this works with Win 7 and 10 64bit I don't know if all Windows versions after XP have this issue with URU but my Win 7 did and so does Win 10. If you're having issue falling through the JC mesa this will help big time. I have a high success rate with the maneuver, 32/35 successful attempts in 1st P spread out over 5 avatars including Relto page and JC link. The 3 failures were due to premature and or late moves off the LR XP platform. All successes have MF sunk from hips to neck into the surface of the lower, narrow JC mesa Wkwy. MF will slide to and likely past the base of the narrow ramp leading to the top of the mesa and the JC but will not fall through if you release all control of MF once off the exit platform. You'll slow down and come to a stop as or after you slide past the base of the ramp. Turn to the ramp and proceed to the top then click on the JC. MF pops up to the surface of the mesa. However, in 3rd P the results are dismal with at best a 30% success rate. Other variations of this method may also work and maybe even better but once I worked this maneuver out I saw no reason to carry it any further, so follow the directions below and you'll get to the mesa without breaking something important. +=+=+=+=+=+=+=+=+=+=+=+=+ At the top of LR, run to LR's XP platform, remain centered between the stone guard rails. Stop when you get to where the stone rails change to metal railing, note the change in the surface paving stones of LR's XP platform, they go from huge pavers to medium ones. Locate and stand on the medium pavers grout seam, the seam is centered between the metal railing and runs to perimeter banding stone at the edge of the XP platform. Look down at the seam and walk directly over it toward the perimeter banding stone. About a foot from the banding stone at the edge of the XP platform stop then tap walk to close in on the banding stones seam. Use look to square MF to the grout seam so the seam and the bottom of MF's vision line are parallel then mini tap walk til the 2 lines contact. From this point don't change MF's orientation; use your own eyes to look left to the edge of your game screen then down to where it meets up with the outer edge of the perimeter banding stone. This is where you maintain focus, little mesa will alert you to make ready. The wall of the JC mesa appears at your point of focus then the surface of the narrow perimeter Wkwy slides up and into view. As soon as you see the wall of the ramp leading up to the top of the mesa appear press run. As soon as the platform perimeter banding stone at your feet disappears release run. MF will land on the surface of the narrow perimeter Wkwy and can sink into the surface anywhere from hips to the neck deep. Don't panic and make no extraordinary moves, come to a controlled stop then press walk and make your way to the top of the mesa and over to the JC. Look up and click the JC with your TI, the camera will reorient to the opposite side of the mesa until MF has popped back up to the surface then the camera will reorient back to normal. BR, (Big Rotator) Lead with the TI, scan everything BR looks like a huge scary fortress compared to LR's lazy Susan. Look around the mesa, see the lower mesa below and to the right and much lower is Gahreesen's access to the Bahro Cave, log that bit of info then prep for BR's approaching ramp. Jump to BR's ramp as it passes and run to the EP. Cool doors but slow as molasses; once you climb the stairs you have a corridor that runs the circumference of BR. I head straight to the hub, most often it is the meeting room with the BS, nice room; I really like the woodwork! I'm thinking the view through the window is the lower/bottom of the hub; it would be nice to explore that area. Image on wall must be BR, it looks like a 6 spoke ship's wheel; the felloe (outer ring) is the corridor and the spindle/barrel is BR's hub. BR is a hexagon with 4 small and 2 large rooms; I see a blue DRC book and a BS on a chair, so KI and the D'ni symbol for the #3 is one and the same, gotta write that down. I think the book mostly describes (on line) play. I'm going to hold off on touching the BS to see if I can find a closer JC. I exit to the corridor, turn and go right for no particular reason. I turn right at each spoke and enter the hub for a look see. I followed a short narrow side corridor to a smaller room and stepped into a green lighted thing that did something to Flurk, not sure what yet. I found a JC and another DRC book in conference rm. #2. The Simpson book describes LR/BR and mentions a link to prison cells. So I touched the JC, still shy 2 fingers, I check every available nook and cranny on BR, inside and out no prison link, no other JCs. I could have missed 2 on LR, (not likely) or the JCs are somewhere I can't get to yet. (NOTE) From statements by Zandi and Yeesha at the trailer and in the cleft we know that the journey not the destination is the key. The journey is like a tapestry and the ages are like pieces of a tapestry, each piece of the tapestry is a journey cloth and there are 7 cloths per age. When all is done only then will the tree/door open. +=+=+=+=+=+=+=+=+=+=+=+=+ The 1st time outside the camera change gave me a look at Flurk's outfit; I think she's wearing the new maintainer suit. I head for the BS and link to wherever it is I land, there's no JC. I'm not sure what place this is, it doesn't look like Bevin. So, I'm thinking Ae'gura; I took a pic and linked back to Relto. After checking the Relto books, the place I linked to, most certainly does not appear to match any of the pics in the books. Sometime later, it will be ID'd as being above Tokotah plaza. I'm going to the 2nd, orange book in slot #3 Teledahn. __________________________________________________________________________ 7.4 TELEDAHN Lead with the TI and scan everything 2/6/18 Route change from office BS link to mushroom to Relto 2/6/18 Teledahn; Route change Prison cells 2/6/18 Spy room and alternate Bevin glitch (NOTE) 2/6/18 A new glitch for me, I was playing in [XP compatibility mode] since starting this game to see if I'll have the same problems as the previous writing. Up til the "Spy Room" everything was peachy, but as I scoped in on the distant room for a boo poof I was looking at Flurk's attractive 6:00 instead of the needed information. I closed the game, went to my HDD and into the GOG Games/Myst URU Complete Chronicles folder and switched URU Setup.exe, URU Explorere.exe and Launch Myst URU Complete Chronicles compatibility modes to win 7. Restarted returned to the spy room and all ran fine. +=+=+=+=+=+=+=+=+=+=+=+=+ My ILP is a hexagonal hut, there's a locked and or NG trap door and no IIs inside. So exit the hut and explore ... a cave, looks like we're inside a big flooded, lighted cave full of mushrooms and floating spores, maybe the circles on the walls are anchor points from old long gone mushrooms. There is what appears to be a call button for an elevator shaft that goes through the cave ceiling, NG. Locate and touch JC #1 then exit the cave, wow really cool place. Giant mushrooms, mountains, flying things, big honkin contraptions and duh ham that is one fast moving sun. This age or planet or place ... whatever must have one of the highest rotational rates of any habitable planet ever. How does this place sustain life? 1st left on the Wkwy, the contraption has stabilizer pads and 3 super long screw shafts that gear off to different corners of the swamp area. The contraption has 3 lever stations, a pedestal with a yellow KI/#3 symbol and what looks like a periscope lens. The top of the contraption has a fan thing I don't know. Further along near the end of the Wkwy there's another lever and a bit further a bucket connected to and suspended from an overhead transport system. The system ends or loops up high into a very large topped off mushroom, which also happens to be above the ILP hut. If you push the lever you can hear a clicking noise, you can climb into the bucket but the system is NG. So back to the big honkin contraption, take a sec to go over your notes and your observations. What do we know? We have a BH contraption with all the trimmings, a sort of materials transportation system and elevator leading to the top of your ILP, a trapdoor in the hut and an extremely fast rotating planet. What do we want? We want to power up the area and get to the top of the ILP at least for now. With the devices and clues at hand you have the means to access the top of the ILP. Once all is up and running my 1st instinct was to run back to the ILP for the elevator, even though it powered up it doesn't work, neither does the trapdoor. So I head outside for option #2 at the end of the Wkwy; ensure you waste no time flopping around from the lever pull to the bucket. Once you're dumped in the room, begin exploring. Locate and touch JC #2; the scopes look out over the contraption area, I think the windows were the dark spots on the side of the mushroom as seen from the Wkwy. Locate the elevator and discover why it didn't work when tried from the ILP then release the break. Locate the control panel and sit, there're 2 pull levers and 2 turning knobs the left knob and lever are obviously related to the materials transport system. You can play with them to confirm your suspicions, the right knob seems obvious too, looks like the trapdoor in the ILP hut. The middle lever on the other hand is not so obvious; although if you paid attention while in the ILP cave you might speculate. Pull the middle and right levers or don't, go to the elevator and pick a direction, I'm going up. Cozy room, touch JC #3, open the windows and go to the table, sit and examine all things. 2 items seem important, I'm drawing one, looks like a heart with numbers in it and investigating the other. With the info found locate the goodies. An RP and a hidden link book, looks similar to one I'm in. I link to it. OK, not so similar room, an office? Nice wall pics, different views of some place not Teledahn contraption area. There's a scope niche, a BS and lots of stuff to look through on the desk. 2 Sharper books, this his office? There's 8 years of detail below, bunches of people, shroomies, KI device, a pub, a spy room, slave caves and coordinates, to what I don't know but I wrote them down 2175.58-81, certainly not above ground designates. Touch the BS and link to an observation mushroom in a corner of the Teledahn swamp area just past the materials transport system; I can see the BH contraption in distance. 2/6/18 Route change from the mushroom (NOTE) For as far back as I can remember I linked back to Relto and then linked back to the bedroom above the control room and ILP, then rode the elevator down to the ILP and never thought to question the method. Today, by accident, (not paying attention) at Relto, I made a spastic click changing the page to the Teledahn image and linked to the ILP. I caught myself just before linking back to Relto and went to press the trapdoor button thereby saving the time riding the molasses train to the ILP. +=+=+=+=+=+=+=+=+=+=+=+=+ In the Teledahn ILP and at the trapdoor, (if you pushed the middle lever and then right side knob while sitting at the panel in the control room), you'll notice the water has been drained below the hut and the trapdoor works. If you didn't move the levers link back to Relto and then the bedroom to ride the elevator to the control room then return to the ILP. The trapdoor opens exposing a ladder climb all the way down then travel the pipe to the XP. Climb the stairs and enter a dismal room; bones, stones and bowls this may be the prison mentioned in the DRC books. JC #4 is to the right at the EP, touch it. Explore; Room #1 has 7 pressure plates, 2 locked gates and debris spread out over the floor area. When stepped on the pressure plates lower. Room #2 is past the 2 lowered gates and there's a 3rd gate providing access to a tunnel past Room #2. There's a wall panel in room #2 it has 7 adjustable squares. Squares 1, 3 and 5 are down and gray colored, squares 2, 4, 6 and 7 are up and sort of greenish yellow in color. Lastly the 7 pressure plates in room #1 are in the up position. It all looks too much like the drawing from the room above the ILP, check your notes, the drawing has 7 numbers. What do we know? The drawing from the room above the ILP represents the prison area and the drawing has a different number over each pressure plate. What do we want to do? We want to exit the prison area via the tunnel past room #2. With the above info and clues we have all we need to pass through room #1 to room #2. 2/6/18 Teledahn; Route change Prison cells (NOTE) I have a much shorter route to and from the BS near the jail cell puzzle. I had the idea for this back in 2015, wrote it down in my URU game notes folder and never got back to it. I began playing URU CC again last week, got stuck in Ahnonay "AGAIN", searched my messy URU game folder and found my note on the Teledahn jail cell puzzle. After working it out, (it's so simple I'd punch me in the face if it didn't hurt so much). I then went looking for URU game videos in hopes no one else was using it and no one is. I was even more surprised at how few vids were offered for URU ABM and or CC. Anyway I'm replacing the default route with the new version and I am seriously considering an URU CC by ages set of videos. +=+=+=+=+=+=+=+=+=+=+=+=+ Notice the 3rd gate lowers as you enter room #2. CRAP! If it's not 1 thing it's 2 things! A bit of a snag, too bad Myst doesn't let Flurk run and roll under the gate for a mad dash to gate #3. Enter room #2 and take note of the object in the tunnel past gate #3, a linking book yeah. Take a stab at the wall panel to see what will open gate #3, pretty easy yeah. Crap again! If it's not 2 things it's 3 things, now the cubbyhole has closed up. There isn't a panel combination that keeps the cubbyhole and Gate #3 open together. Return the test square to its original position then move left to square #1. Pull the dowel to square #1, gate #3 rises, return the dowel and run to and through gate #3 before it lowers enough to prevent MF from passing through. The cubbyhole book is now available, move to and touch the book. You appear in a small lit room with a telescope, 2 linking books and a hat; this may be the spy room mentioned in Sharper's DRC book. Use the scope and look through a window into a distant room with a sign, on the sign is written Bob OGoobo, there's also a large circle and beside 3 small circles, 1 Blue, 1 Orange and 1 Green. Of the 2 books in the weensy room, one book is a new Relto link, not mine; (dark and rainy) and the 2nd book is a link to the sleeping quarters above the Teledahn control room. I grabbed the hat and I'm going to have a Boo in the new Relto hut. Is this Sharper's Relto? Read the books, the left shelf has 1 accessible book, open and link to it. This looks like Bevin but different, older, abandoned much longer maybe. The balcony and fountain are correct; everything else is reversed from my Bevin link. It seems like there's a center line running through the balcony and fountain and the community to either side of the line is reversed. Everything is there though. I go to the dome and link to a room. The machines only offer is the ferry terminal; I link to it and clear both sides and the stairs. A link book is there with a KI device and there's a BS at the end of the tunnel to the far right of the KI device, I link out to some neglected place in Teledahn and find an RP. I take a good look about because it's reminding me of the back side of Teledahn between the jail and the Journey door. And then I see it, it is the back side of Teledahn; I can see the platform and awning covering the exit from the jail tunnel. Stand in front of and face the spore dispenser, turn left and walk straight to the end of the Wkwy, look to your 1:00 just to the right of the mushroom trunks and 30 feet off the water, the awning and platform, seems obvious. I got one last thing to try before I return to complete Teledahn. I link back to Relto and then to Bevin; I run to the bridge over the water garden where the Blue, Green and Orange light switches are. I pull my notes and try BOB OGOOBO then run down to the water garden, NADA! I can't find a thing; I scour Bevin again and find nothing. Then it hits me, "Alternate Bevin", what a douche! Mr. Sneakypants rigged his Bevin lights with the code; return to the alternate Bevin via the spy room, the spy room link is in one of your books. (NOTE) So why aren't the alternate Bevin and Relto in the Brown book in my Relto? +=+=+=+=+=+=+=+=+=+=+=+=+ In alternate Bevin, run to the bridge over the water garden where the Blue, Green and Orange light switches are and reproduce the code by pressing the lights BOB OGOOBO. Again, from my position all I see is the little yellow dome in the water garden flicker. I head down to the water garden and thoroughly inspect, NADA! I then sweep the entire available area twice before I discover a new door is lit, near the linking dome and beside the classroom. I enter and get a real rush, the large room is pentagonal with a hub, there're 5 small rooms and each has a hub facing window and a BS. The windows show a huge egg shaped object floating at the center of the hub. YIKES! This looks big, I gotta think this one through, 1st I'm going to return to and complete Teledahn then I'm going to decide whether to return and explore or complete the 4 books and then come back. Link to Relto then use the JC link in the Teledahn book to return to jail cell #1. The gates to room #2 are still up, run to the wall panel and change the position of one of the squares to reopen gate #3. (NOTE) For some reason I have a problem getting the draw bridge to drop partially when jumping to it in 1st P, if you also, then switch to 3rd P while running to it and jump. To date it partially drops on the 1st jump. +=+=+=+=+=+=+=+=+=+=+=+=+ Continue through the tunnel and back outside to locate the bridge. Partially lower the bridge by jumping on/at it then run over the bridge, you won't be back this way again. Continue to the next area, crates, ledge, JC #6, boulders suspended by hawser, an out of reach ladder to an EP to an upper room. Pass through the ground level door, explore the room, locate the BS and then head up the stairs to the tunnel. Take note of the Journey door to the Bahro cave and JC #5, touch it then continue through the side tunnel ahead and left. Outside, locate and examine the thing on the Wkwy, it's a gun sorta thing that can help you with the ladder issue. When complete return to the crate area and use them to access JC #6 and then the ladder. (NOTE) Only 1 boulder needs to be smashed. +=+=+=+=+=+=+=+=+=+=+=+=+ Climb the ladder; explore the room touch JC #7 then return to the 1st floor room via ladder or secret door. Locate the BS "TOUCH THE STONE!" __________________________________________________________________________ GAHREESEN REVISITED (NOTE) Where do you pinch in here, the manhole? I'm not going down there. +=+=+=+=+=+=+=+=+=+=+=+=+ 3/13/19 at this point you can complete Teledahn 1st or Gahreesen; I chose this route for the guide your preference. So is this a private prison suite? Not bad, 2 con suite, better than the public prison on Teledahn. The sound and the rotating view from the window slot say LR or BR. There's an RP, JC #6 and a hole in the floor, take one, touch one and drop through the other; 1 more finger to go. Explore the tunnels, yup, pretty sure this is one of the rotators; keep moving until you find a ladder then climb up. I can't see crap from this area, probably a good thing, locate the EP and enter the hub room, no IIs in here so climb up. Ooh baby outside, rats ... still can't see crap but the out rigging past the guard rail says BR. Explore, find JC #7, touch it and link to Relto. (NOTE) We now have 7 JCs from Gahreesen, so we can return to the ILP in LR and complete the age. +=+=+=+=+=+=+=+=+=+=+=+=+ In the Relto hut go to the Gahreesen book and link to the ILP. Return to LR's roof and position MF on the XP platform. Follow the new maneuver instructions from your 1st visit to Gahreesen, prep then run off to the JC mesa. Touch the JC, for insurance. Walk to the perimeter Wkwy and face the XP mesa below. Run and jump to it then do likewise to the Journey door path below and enter the door. You'll hear animal noises in the dark, (sounds like my kids) and appear in a small cave, the void cave. Listen to Yeesha's speech. There's an odd symbol on the floor, I take a pic of it then touch the hand image on the wall. When completed press for Relto and discover the pic is a strange foggy swirl and doesn't work. Jump into the void and end up on Relto. __________________________________________________________________________ TELEDAHN REVISITED Go to book shelf #1, pull the orange Teledahn book then use the JC link and appear in the room above the BS room. Reenter the BS room, head for the Journey door and enter, listen to Yeesha or not, take note of the floor symbol then touch the hand image on the wall. Jump into the void and reappear on Relto. Land outside near the pedestals, I think I'm going to complete all 4 ages before I go back to the alternate Bevin in the hope I find more info on it. So, enter the hut and pick one from there. I'm pulling the 3rd "purple" book, Kadish Tolesa. __________________________________________________________________________ 7.5 KADISH TOLESA 2/16/18, New path in piston room Lead with the TI and scan everything The trees if they are trees are gigantic. We have a fork in the road, flip a coin; I'm a lefty do I'm going left. After a short walk or shorter run, we come to a temple ... maybe. If you stop and have a look around just after stepping through the EP, you'll see JC #1 to your far right. You can jump the gap to it or run Cw around the gazebo thing, to the JC and touch it. Then either jump back over the gap or explore your way to the gazebo stairs CCw and climb to the top of the platform. Even though they have a very strange look to them I'm pretty sure they're trees, maybe the time is fall here, their shedding leaves big time. At the top of the platform you'll find a linking book and a viewing device, look into the scope and see concentric circles/rings and rods pointing to the center of the object. One part of the object is directly in front of the device, another part looks like its fit into a hole in the temple wall. At the bottom of the device in view mode there are 3 levers that move one or more components within the circle/ring object, leave them for the moment. Very strange, the book links to what appears to be an art museum. I just touched JC #1 so I'm linking to the place for a look see, maybe there's help there. OK, As soon as I link in and explore I see that this place has the answer to the circle/ring puzzle, and it appears there may be 3 parts in all. I decide to take pics of all the objects in the room, I suspect they may prove important later on in this or other ages. (NOTE) IMO, 2 things bother me, 1. The camera lacks the resolution for a good pic of the 3 circle/ring objects. I elected to stay and draw the rings. 2 The height and angle of the object means no sweet spot for a good pic. At best move to the objects base, center up then back up till all 3 are recognizable, center the 3 on screen then press F5. The camera is fine for most of the rest of the objects in the museum. Ensure you inspect both floors before leaving. Locate the best vantage point, (least distortion) to snap your pics. Check for clarity, if not up to par, delete reposition and try again. You may also decide to draw problem images to your note pad. +=+=+=+=+=+=+=+=+=+=+=+=+ When complete link back to temple #1 via the book at the center of the room, move to the viewing device and solve the ring puzzle. This one's going to take you some time and a smidge of trial and error in the elimination process. Study the images different ring layers and sizes then solve ring object #1. When complete return to the fork near ILP and take the right side path. Eventually you'll come upon temple #2 If you explore thoroughly I believe you can see the previous ring from temple #1 through a hole in the temple #2 wall,
It's possible the temples are back to back.

(NOTE) 
Taking pics of everything in the museum will allow you to peruse the list for 
possible help and or when a new puzzle pops up. When you complete a puzzle 
you can dump the related pic/s if you want. For me, I need to put a few of 
the images on paper; switching back and forth to and from the camera with 
some of the more complicated puzzles can be a real P.I.T.A., you can't 
interact with the puzzle while the image is also on screen. Somebody should 
fix that.
+=+=+=+=+=+=+=+=+=+=+=+=+

Explore the room, you'll find JC #2, and a BS, touch JC #2 and then the BS, 
take a pic. Link back to Relto and then back to K. Tolesa via the JC. Climb 
the platform and look into scope/ring object #2, when you have the image in 
mind go to your KI imager and draw the appropriate ring. Exit the imager and 
solve circle/ring puzzle #2. Exit temple #2 and continue along the path to 
scope/ring object #3, the 3rd scope/object also faces another ring object 
near a door set into a stone wall? Look into the scope learn the ring object 
then go to your KI imager for the solution, draw it out then exit the imager. 
Solve the puzzle and watch the door slide open through the scope.

(NOTE)
Take note that the order of the ring objects in your museum pic, (top to 
bottom) matches the order of scope/ring objects from temple #1 to 2 and then 
the 3rd scope on K Tolesa.
+=+=+=+=+=+=+=+=+=+=+=+=+

Use the EP, walk through and exit the small round room, see the blue lighted 
button. Press the button and the room rotates a bit blocking retreat, the 
blue button is now NG but you have JC #3, touch it. Continue to the next room; 
from balcony #1, you see a big round and deep room, this one has a huge 
mobile hanging from the ceiling. There's a ramp that spirals to the floor 
below, take it for an examination. There're 7 balconies total. As you leave 
balcony #1 and proceed to the floor below you'll pass by 6 "mini balconies", 
balcony #2 is empty, balconies 3 thru 7 have pedestals with blue buttons. 
When you reach the bottom, you'll see a door and what looks like a lot of 
"Stargate" and "Independence day" movie artifact squiggles on the floor. 

What looked like squiggles turns out to be circles, big and small some huge, 
the smallest is at the center of the floor. I kind of think it looks like a 5 
point star in the center circle. So, pedestal #1 is at balcony #3, and 
pedestal #5 is at balcony #7 before the main floor with all the circles. 
Press one of the buttons and some sections of the floor light up, looks like 
broken shards of glass to me. Press it again and the lights shut off. Believe 
it or not this is an easy puzzle, everything you need to solve it is in the 
image you took in the museum; activate the KI device and bring up the pic. 

It's a perfect representation of the floor, pedestals and lights; even your 
approach to the XP is shown. Admittedly the floor has a lot of crap light 
added to it but the main pattern is there. When you have the correct light 
pattern on the floor your 1st instinct to the XP will likely be wrong, do it 
then go back to the image in your KI device and look at it again, look at it 
hard. If you draw the image ensure you draw the entire image not just the 
floor footprint. When the XP is solved walk the tunnel to outside, explore 
and find a new RP past the crack in the ground then locate the pyramid, find 
and touch JC #4 on its perimeter then enter the structure. 

Enter the Pyramid and explore the room. The floor is made up of dark hexagons, 
the images inside are so fuzzy I can't make them out. There's a pedestal on 
the central platform press it and the floor lights up, a section of the roof 
slid away and I guess the sun shines through. I think the floor is photo 
sensitive; you can look at the floor from the platform or go to it and look 
for a pattern. I found a path of pyramids with circles at the top but it 
didn't work. 

I opened the KI device with the only image that might possibly relate; the 
middle shows a circle with a cone pointing down, maybe the roof and sunlight. 
That seems like a minor stretch, there's a tree above the circle, the only 
clue making sense to me at the moment. There're 3 rectangles at the bottom of 
the object, left to right, (light, light, dark), the mid rectangle is under 
the circle and cone, (roof light). So maybe the rule is dark floor, sunny 
floor then no sun. Frankly, in desperation I pressed the button again out of 
frustration and the floor went blue. 

I then found a meandering tree path across the floor that did begin where the 
dark rectangle would be. In retrospect I suppose you might see the clues in 
the image, but Nostradamus provides clearer quatrains than this puzzle 
provides clues. At the last hexagon the floor lowers, it's an elevator, step 
off, push the button, locate JC #5 and touch it. 

New puzzle room, its obvious which image from the museum solves this puzzle. 
However, after running the museum image solution discover there's no joy. You 
can't get to the opening high up on the wall; because the piston's ladders 
don't align with the numbers supplied by the museum image. So this is a 2 
part puzzle? Reset the pistons with the blue lit button on the pedestal. 

2/16/18, New path in piston room

Part 1 
Part 1a; figure out what levers to pull and how many times for each piston. 
The 1st "FAILED" run delineated levers to pistons yeah, this puzzle is easier 
than it looks, begin with the lever of the piston closest to the XP wall and 
max out the pulls. Then work the next lever, keep a sharp eye on the piston 
ladders. Climb the pistons, discover JC #6, touch it then 180 and run back 
toward piston #4. Ensure you're centered on the piston as you approach ladder, 
lastly ensure you make the jump before getting too close to the ladder. Done 
correctly you and on the main floor saving time otherwise you'll be forced 
automatically into the climbing down position. Reposition behind the levers 
then push the blue button to reset the pistons.

Part 2 
Now with the museum pic you have the means to open your XP. Assuming the 
museum image is visualized as if one is in the piston room, with back to the 
wall and facing the pistons with the 4 levers at your 12:00. The piston order 
left to right is red, white, green and blue. Around the perimeter of the 
museum image is a rotating ring with colored squares matching the pistons, 
each color matching square has a number within. With this info you have the 
info to solve part 2 of the puzzle. When the order is correct and the 
appropriate levers are pulled the correct number of times, you'll know it. 
Climb up and out then continue through the tunnel. 

When you exit you'll be in a humongous wicked cool looking cavern. A stone 
staircase, a big honkin box thing suspended in the air by giant rods stuck 
into the cavern walls. I see a Journey door to the right and below the Wkwy, 
there's a pedestal midway between the ledge and box thing. The pedestal has a 
panel with 6 groups of squares with 4 squares per group and D'NI number 
symbols in each square. Each group is aligned with 1 of the 6 yellow lit 
buttons on the panel. The door of the giant box thing has the same groups and 
symbols aligned on it. So back to the pedestal and panel, the symbols should 
look familiar, look through your KI pics and find the object/s with the same 
symbols. And there we are, facing 6 numbered pedestals with rotating tops. 

From left to right each pedestal is numbered 1 to 6; the top of each pedestal 
has 3 symbols. Pedestal #1 tree, #2 squares, #3 pyramids with circle, #4 
pipes, (my term), #5 circles and #6 Mushrooms. Looking at the panel you 
easily see the panel, giant box door and museum image are all one and the 
same. 

What do we know? The symbols on the panel, door and museum object match. 
There're 6 pedestals and 6 buttons, the 1st button on the panel is marked 
with the D'ni #1. Each button on the panel has 4 symbols and it can be 
assumed by the museum object that each of those symbols represents a D'ni 
number. What do we want to do? We want to find the 7th JC and then enter the 
Journey door to complete the age.

With the images we have, the pedestal panel and the techniques used to solve 
the 2nd half of the previous piston puzzle we have the means to solve the 1st 
half of this riddle. It took me some considerable time to complete this one, 
pay attention and be diligent it's a bit convoluted. Translate the number 
symbol in each square using the museum image to create 6, 4 number groups; 1 
group for each button. With the process of elimination you can solve this 
puzzle. When you have solved the panel the big box doors will open, run to 
and enter the box. 

Discover the box is a vault, explore, locate the linking book and JC #7, 
ignore the book, it links to back to the museum. Touch JC #7 then exit the 
vault for the security panel platform, walk past it to the edge of the 
platform facing the Journey door. Look down past the edge of the platform to 
locate the massive rod that connects the platform to the cavern wall near the 
Journey door. Drop off to the rod and run toward the cavern wall. Drop to the 
door ledge and enter. Touch the wall hand then snap a pic of the floor symbol 
or not, listen to Yeesha's speech or not then jump to the void. Enter the 
Relto hut, open the 4th book, (red book in slot #5), Eder Gira, touch the ILP.
__________________________________________________________________________

7.6 EDER GIRA/EDER KEMO

2/17/18 Returning fireflies to E. Kemo

Lead with the TI and scan everything

Link in to Eder Gira and appear in a geologic depression. A desert like place 
with mini steam or gas vents, at least 2 vents have gates or doors that 
toggle between full or -0- venting and occasional plants and vines strewn 
about. From your ILP you can see a JC up high on a small mesa; Geez it's high. 
Use the dirt ramp to climb out and explore the area, as soon as you can reach 
the top of the ramp see the big honkin pipes that rise up and enter the 
building on top of the distant mesa. To the right of the pipes and down see 2 
more gated vents and further right, electrode looking things connected by 
cable. 

I try jumping to JC #1; it's no joy so I make my way toward the electrode 
looking things. As I run over a stone arch I see yet another vent down low 
and to the right in a lava pit. As I boo the area I locate JC #2 on the cliff 
wall above the lava pit and inline with the mini mesa and vent. At the 
electrode things I can see an area past the objects, waterfalls, a stream and 
more man made objects. All the vents have gate/doors that can be operated by 
using a foot lever. I eventually find 6 geysers; gate a couple then stand on 
and open one and you lift off the ground a smidge. I have an idea for 
attaining JC #1 utilizing the vents.

1st I run to and position above JC #2 and drop off the ledge. Touch #2; align 
with the low mesa, back up to the cliff wall. Look down at the ground then 
run off the ledge. Stop running once you step off the ledge. Cover the vent 
then turn left to face the underside of the stone arch; look just left of the 
stone arch's buttress to see a narrow ramp. Run and jump to the ramp. With 
the info gathered so far and a minimum amount of testing you now have the 
means to figure out how to acquire JC #1 at the ILP and then have access to 
the far side of the break in the wall. Once on the far side of the break 
explore the area. As always JCs are the important objectives allowing you to 
progress and complete the age.

Yikes! There's a marked difference between the 2 sides of this place, both 
appear barren of animal life but boo the pond there're skate like fish things! 
This side has lots of water, falling water, some big honkin bones and I don't 
know what the thing that has the linking book on it is. Explore as much of 
the area that you can get to, locate the BS on the boulder. Whatever you miss 
or forget about now can be found or retrieved on one of the return visits. 
Explore the lower cave area, brighten it up and discover a tunnel that's too 
dark to see in. There's a basket thing on the floor of the cave you can move 
but have no idea what its value may be. There's nothing left to do here so 
it's time to explore elsewhere. 

Link to Eder Kemo, it's a much nicer looking place, pleasant, calming, kinda 
yoga-izing ... place. Anyway, if it's your 1st visit here, make time to 
explore and enjoy, there's so much junk to look at and for here. Be aware all 
the organics and artifices camouflage the crap out of the IIs you're looking 
to collect. The landscape opens up revealing gardens of flowers, a tree like 
species, sitting areas, monuments and a Journey door. JC #3 is wicked obvious 
JCs 4-6 and 2 other items scattered about not so much, take your time; 
diligence pays off in the end. BAMBOO! If you locate a BS ensure you touch 
one of the #3-6 JCs 1st to minimize time waste returning to your most 
advanced position.

There're really strange giant spore spewing garlic plants and fireflies. 
Bright shiny little things they are, any ideas? If you walk through them some 
will follow you, run through them or run and or jump when they're following 
you and they'll bail. They don't appreciate disruptive movements, their 
sensitahv; eventually you'll find the link back to Eder Gira and hopefully 
the locations of JCs and BSs for the objectives. Hopefully you'll find 
everything offered before you collect fireflies, oh yeah ... they don't like 
rain either. If it goes bad and begins raining before you get to the linking 
cave try to make it to the middle of the tunnel and hold up there til it 
passes. However it goes, return to E. Gira with the flies in tow.

CRAP! They don't like steam either. I stepped through the steam vent at my 
feet as it erupted and the fireflies bailed on me. OK so far, no running, no 
running and jumping and no rain or steam. This could take a while, needless 
to say, I'm going to show mercy and save us some time; the learning curve is 
tedious at best. So here's the thing, the basket thing in the cave push it 
out into the pond and into the narrow stream lined up with the tree or bone 
looking thing. Then head back to Kemo for another group of flies. Avoid the 
steam; walk to and over basket #1 and around the tree/bone thing. Walk to 
water's edge and along the stone wall to the edge of the cave opening then 
complete a walking jump into the cave.

Come to a full stop to ensure the flies hang around then walk to and through 
the dark tunnel. You then enter a small room with -0- light, locate the light 
generator and activate it. A doorway on one side of the room and a narrow 
tunnel on the opposite side, I go for the tunnel and find another jump point 
so I 180 and head for door #1 Monty. The door leads to another small cave 
with a waterfall Geez Louise! Head through the falls, lose the flies and find 
another cave full of junk. There're 2 basket things in the cave, knowing the 
flies reactions to spazzing and water, where can these be used? Push them out 
into the pool and then over the ledge; position them where they'll do the 
best job.

This is where I go to the BS on the boulder and link out. Appear in a large 
room tables, books and crates all over the place. At one end of the room is a 
sort of slotted window with a telescope look out the window or use the scope, 
it seems obvious we're in a room above Tokotah plaza. Look at and or through 
the books then return to Relto; use the JC link in the E. Kemo book. Collect 
another group of flies then return to E. Gira. Proceed to and through the 
cave system, walk the narrow Wkwy ledge to the little narrow ledge stream, 
complete a short walking jump over it. Walk to and into the last small cave 
where you'll find JC #7 on E. Gira. Touch JC #7 then return to E. Kemo. 

You can exit the cave and run to the Kemo book by the pond or you can link to 
Relto and then use the E. Kemo JC. Either way, if you didn't do a thorough 
search on your prior visits you have the time to do it now. Between Kemo and 
Gira there're 2 BSs, a DRC log and an RP, acquiring the RP can be a P.I.T.A.

(NOTE)
Try this, go 3rd P, walk up to the boulder near the raised stone ledge then 
begin walking at the boulder. Most often as you make contact you begin rising 
up the side of the boulder, continue in this fashion till you go no higher 
then press jump, I often reach the top of the boulder within 2-3 jumps. I 
believe its way easier than 1st P run/jumping from the stone ramp that arches 
over the tunnel.
+=+=+=+=+=+=+=+=+=+=+=+=+ 

2/17/18 Returning Fireflies to E. Kemo

(NOTE)
After touching JC #7 and out of curiosity, I didn't run and jump to the pool 
on my way back to the E. Kemo linking book. I walked out of the cave, slid 
off the ledge from above the skeleton, landing on the rib closest to the wall. 
I then turned and slid off between the wall and rib and to my surprise, the 
flies stayed with me all the way to the book. They remained with me all the 
way back to the grove and made no moves to rejoin the group. So I walked to 
and opened the Journey door, they flew off shortly after entering.
+=+=+=+=+=+=+=+=+=+=+=+=+

Once you clear the age head for the Journey door enter and run. While in the 
cave, listen to Yeesha's speech or not, take note of the floor symbol and 
snap a pic or not then touch the hand. Jump into the void and return to Relto. 
Notice that the exterior walls of the hut are covered with designs and you 
have an area rug in the hut. 
__________________________________________________________________________

7.7 COMPLETING THE ADVENTURE

So now what to do? What were the speeches about? Returning what was taken. 
What was taken? Bring back what you took away, with no particular reason and 
nothing in hand, I'm going back to the caves in the order I took the totems. 
Again for a lack of knowing what to do, I touched the hand print; low and 
behold the totem appeared.

As I returned the 1st item I noticed the floor symbol for Gahreesen had 
changed for some reason. At least one of them will change from the pics I 
took for each age. This time on the 2nd return I noticed that totem #2; 
Teledahn was placed opposite the Gahreesen totem. On each return, pay 
attention to the floor symbols and the totem in relation to the already 
returned totems. Each time you return to Relto a fissure will grow in between 
the 4 pedestals. When you return from replacing totem #4 the fissure will 
collapse; in its place will be the star void from the Bahro cave. There has 
been no change in or to the hut, so for a lack of knowing what to do I jumped 
into the void and landed in New Mexico near the volcano and skeleton. 

Go to the cleft, descend and enter the room with the devices, the green light 
device still doesn't work; the only thing left is the imager. Press it and 
the old message begins and stops, ok maybe the floor symbols in the Bahro 
cave will work. My problem is which symbols will work, the floor symbols on 
the totem removal or the ones on the return. So I have this to offer, think 
back to the totem returns, the new or rearranged floor symbols and lastly 
that the totems are placed opposite each other. I stumbled onto a theory that 
panned out well after remembering my 1st encounter with Yeesha's hologram and 
seems to work for each new run of the game.

When you solve the imager puzzle Yeesha will appear, speak for a bit then 
offer you to touch a link book, it will bring you to an alternate cleft room. 
Yeesha will appear in person, speak and give you a new book, I believe I 
heard her call this place, (the cleft) Tomahna; it will then begin to rain 
and she'll leave. Go to the green light device, touch it and get one of the 
last RPs from the ages you explored, rain. Climb out of the cleft; see the 
Bahro returning to the volcano then link to Relto. The fissure has sealed and 
you now have a new book in slot#1, it has a fissure image on the spine and 2 
cleft links, dry and wet. You now have rain on Relto.
__________________________________________________________________________

8. TO D'NI

(Semi Spoiler Alert)
So, on the odd chance you missed RPs and or Bahro Stones, I'd suggest taking 
the time to return to the ages and make another pass through each. Relto 
pages aren't critical to completing adventures or problem solving but they do 
enhance the look of your Relto, there're 6 RPs in the 4 ages. On the other 
hand, some of the BS's found in the ages of URU are critical to completing 
"To D'ni". The "spoiler" part is letting you know some are critical, the 
"semi" part is not informing on which ones are when acquired.
+=+=+=+=+=+=+=+=+=+=+=+=+

3/8/19 Revision, don't have to register the 2nds set of markers with Rezeero 
KI.
+=+=+=+=+=+=+=+=+=+=+=+=+

(NOTE)
This is a prime example of why keeping a note pad with decent bullet points 
will help you in the game let alone any other type of puzzle, however being a 
thickie me, (lotsa skull bone little brain) often means important info can be 
ignored, as in the note 2 paragraphs below.
+=+=+=+=+=+=+=+=+=+=+=+=+

OK, I'm done roaming URU's ages and collected all the junk I could find, (RPs, 
BSs, link books). I'm back on Relto, in the hut and staring at book shelf #1 
again. I begin going over my notes again, and immediately stop at my initial 
entrance into the Relto hut. This is where I ear marked my note pad, now I 
have 9 books on the shelf 2, of which I've yet to explore in slots 8 and 10. 
So I hit the 2, make a cursory investigation of each, acquiring a new book 
each time I return to Relto. 2 new books now sitting in slots 9 and 12, so I 
have 2 more things to do, thing 1, I'm going back to Bevin to recheck for an 
extra powered door near the dome. The spy room code still doesn't work with 
the lights; the door isn't lit. So it only works in Kirel?

To Kirel we go. Back in Kirel, if you didn't already do so, recreate the 
light security code from the bridge then enter the new room, (Egg Hub) with 5 
BS's. Begin in whatever cubby you wish; touch a BS and visit each section 
of ... I'm not sure what to call it outside of a city that appears to be cut 
into the rock of a huge honkin cavern? You'll soon notice that 4 of the 5 BSs 
link to places that have KI devices with linking books close by, the 4 link 
locations are also connected by roads and or alleys. If you do any exploring 
once you link into an area register with the local KI device 1st so it'll 
appear in the Nexus book and the brown tree book at Relto for the next time 
you need it. 

BS #3 in the egg hub, to the left or right of the EP links you to the GZ 
antechamber and doesn't have a local KI and link option. This is where you'll 
read all about the markers and the requirements to access the next area. 
 
(NOTE)
2 things;
1. I hate to admit being a freaking idiot but I spent some considerable time 
linking to the spy room via the Teledahn linking book near the jail cells. I 
nearly completed the egg hub room before I found the link, (due to a random 
link book search) in the brown book in slot #7. It appears there the 1st time 
you link through. Throat Punch!

2. The yellow book with green knot spine in slot #9, the knot represents the 
Nexus room, (Nexus books), each time you explore a BS in the egg hub and you 
register your KI device with it, the link will appear in the Nexus room and 
the brown tree book in slot #7 at Relto. If you registered your KI in the 
Kirel ands Bevin linking domes, both links will also appear in the Nexus room.
+=+=+=+=+=+=+=+=+=+=+=+=+

So once you link to the GZ antechamber register your KI for the upgrade, read 
the book to learn what you need to do to reset the Great Zero. As you 
register with the KI machine 5 green lights appear at the bottom of your KI 
icon. As you approach the book to read it you'll hear a beeping sound and see 
that your KI icon has a pulsing red disc; a GZ marker has appeared over your 
head, click on it and notice that one of the green lights on your KI icon 
gets much brighter. Read the book then link to the nexus room.

So here's the thing, "To D'ni" is basically hide and seek. There will be 2 
sets of markers to download and register, 5 and 15. The 2 sets of markers are 
D/L'd to your KI from this room and the 1st set will also be registered here 
with said device. The 2nd set of 15 markers D/L'd from this GZAC KI will be 
registered at the Rezeero courtyard. The Rezeero Courtyard link will be 
available in the Nexus linking room once you're ready to register the 2nd set 
of 15 markers.

3/8/19 (NOTE)
Another error discovered regarding the registration of the 2nd set of markers. 
Up till today I thought the 2nd set of markers had to be registered at the 
Rezeero courtyard, apparently they do not. I hadn't played in over a year and 
registered the 2nd set of markers in the antechamber then read the book to 
refresh my memory and panicked. I was able to enter Rezeero and the Great 
Zero Calibration Center and down load a marker from a GZMU.

(NOTE)
1. The exploration to locate all 24 markers spread out over D'NI and the 4/5 
ages of URU will be up to you. However, some of the marker locations are 
downright mean so what I've done is to include an all marker locations list 
after the puzzle solution section.

2. At the beginning of the game I set music to -0- all other sound options 
remain at 100%. When I began searching for the GZ markers I raised the volume 
even higher. Even though your KI may be blinking red to show you're within 25 
feet of a GZ marker it can still be very difficult to locate. With the volume 
set higher you can also hear the markers audio signal get louder as you 
approach the marker, it helps me big time.
+=+=+=+=+=+=+=+=+=+=+=+=+

So you're back in the GZ antechamber, registered the 1st 5 markers, the 2nd 
set of 15 markers automatically D/L'd to your KI and you're ready to hit the 
road running. Get on with it then!

You have all 15 markers from the 2nd set, link to Nexus, Rezeero and register 
the 15 markers at the KI device centered on the ILP balcony. Once the 2nd set 
of 15 markers has been registered at the Rezeero courtyard KI you must enter 
the Great Zero Calibration Center, (GZCC). D/L 1 of the 3 available Great 
Zero Calibration Markers, (GZCMs) and its coordinates, each coordinate must 
be D/L'd, searched and registered individually and to the GZMU that it was 
acquired. 1 of the 4 GZMUs will be inaccessible until the other 3 are 
completed; when you are able to access it you'll have a complete set of 
coordinates on your KI. This'll make your final search much faster than the 
previous markers.

Don't forget to press the blue light circle on the GZMU; you need to hear the 
marker's signal pulse before leaving the area.

Locate and register #4 with GZMU #4. The GZ activates, begins rotating and 
broadcasting a laser like beam of light. I got no idea what this means but 
beat feet, link to Relto then Nexus and chose a location to begin my search.

Huge blank! So back to my huge and still growing pile of notes, I ended up 
using a cheap Staples folder to hold all 19 pages written on both sides. 
After I don't know how long, because I gave up a couple times did some junk, 
walked the dog, scroll sawed out another XMas angel, came back, blanked out 
again, dug potatoes, ate supper came back again about 2 days later and then I 
found it. Rereading through all that junk was such a drag. 

The answer is in 1 of the Sharper books in the work space/study/office place. 
The room is accessed via the link book in the sleeping quarters above the 
control room and ILP in Teledahn. One book only has 8 pages but the important 
item is mentioned twice once on page 3 and again on page 6. Link to Relto, 
Nexus then decide where to begin your search. When you're where you're 
supposed to be have patience, and once you figure out what to do, it may take 
you a bit to figure out what to do; (it took me a bit anyway). When you're 
prepared and ready to make a leap of faith do so.

Appear in dark dank cave, hey Moe sleeping quarters. There is a big KI device 
and a small link book KI device, both dead. There's a journal on the floor, 
belonging to Dr. Watson, an RP on one of the bunks and a shirt on another. 
Explore outside and discover you're standing at the perimeter of a big honkin 
hole in the ground, look over the edge and see light and structures at the 
bottom. A path circles the perimeter but your progress is stopped in both 
directions, so jump into the hole and end up back at Relto.
__________________________________________________________________________

9. Path of the Shell

9.1 Ahnonay
9.2 Er'Cana

3/14/19 Er'cana JC omission error correction 

(NOTE) 2/14/18
I started the game today with express intent, to work out the overly 
convoluted, (to me anyway) plate of spaghetti known as Ahnonay. To figure out 
the "what, where and why" Ahnonay was so confusing to me. I needed to cheat 4 
years ago, (read to seek help) to "FULLY" complete the labyrinthic maze, 
(acquire the clock RP and be at the well pool for the light pellet show). I 
kept getting lost; walking past the same proverbial trees and in my own 
previous footsteps again and again. 

Prior to that, (2011 to early 2012) I didn't know about the clock RP and 
never made it to the well pool for the wall grid. Basically I dropped the 
pellets then headed back to the Watchers Pub entered the tree and was under 
whelmed it seemed anticlimactic to me. Well DUH! Then early 2012 Frankie III 
died, Frankie IV is win 7. So, in late 2014 I discovered GOG.com and I had 
URU CC back and was still stupid, dull, thick and whatever. Cheated for 
correct path and hated myself for it, but understood it no better than before 
which I hated even more.

As of today, I believe I've worked it out, rationalizing it as best I can. 
Surely aspects of my logic tree have errors, even so, I was still able to see 
the forest through the trees and it makes sense to me ... mostly. I'm sure 
most players figured it out years ago; however after watching the meager few 
"Path of the Shell" videos I could find on you tube this evening, I don't 
know.

Errors or not, via trial and error, (read lots of hours theory testing) I'm 
convinced the island pedestals are the major catalyst for sphere/age change 
not the cathedral pedestal. That the journey/shell cloths littering the 4 
spheres/timelines of Ahnonay are the means for cross linking between the 
spheres. Being able to jump a "sphere/timeline" is most beneficial when the 
physical checkpoint a cloth provides is inaccessible in a current sphere, as 
in "Space Ahnonay". It required much effort of me to keep the brain train on 
track, the path is still very convoluted but I believe knowing what does what 
and why allowed me to simplify the process, (compared to what I've recently 
watched) and still maintain the experience value. 
+=+=+=+=+=+=+=+=+=+=+=+=+

Relto

Enter the hut and go to book shelf #1. Go to book #12 and open it, another 
round room but the floor has what appears to be a cog; link to the round room. 
Go through the doors and explore, pretty sure this area is called the 
Cathedral. Walk to the pedestal locate the script on the wall, make a note or 
not then link to a small island. 

9.1 Ahnonay

(NOTE)
Be aware, occasionally the central tower at water and misty doesn't register 
that you've actually removed all crabs or crystals. Sometimes, to correct the 
error all it takes is to run from one side of the island and back to the 
pedestal. Other times, it may require you to leave the islet and return. At 
this point it will either register correctly or the islet will now have a 
crab or crystal appear in a place where it was previously removed.    
+=+=+=+=+=+=+=+=+=+=+=+=+

WATER

Not a whole lot to see, rock, lots of crab things, and a big tower in the 
center of the isle, it has a large disk at the top, the disk has a bunch of 
blue lights at its circumference. There is also a linking pedestal at the 
other side of the isle, (across the mini falls). Off island I can see islands 
in the distance that appear to surround the central isle and maybe what 
appears to be a damaged lighthouse to the right of the ILP.

The crabs are odd looking and scamper away from MF, if I chase them long 
enough they head for the water and jump into the little lake at the center of 
the islet and shrink until they disappear. Further along you come to a tree 
like thing and get a clear view of the offshore tower/lighthouse. Further 
along there's a JC/shell marker checkpoint, continue to the pedestal and see 
that it links back to the Cathedral. I tried swimming to the offshore isle 
tower but the tide won't allow it and forces one back to the central lake. 
Take note of the number of lights on the lake tower, some of the blue lights 
are dark. I try swimming to the tower again but start further away from it. 
This place is being mean to me!

(NOTE)
To be clear, it isn't enough to shoo the crabs into the water, if you can 
still see them so can the central tower, they must sink out of sight, to 
vanish.
+=+=+=+=+=+=+=+=+=+=+=+=+

I eventually find the correct spot to jump into the water and the direction 
to swim in. Once you land on the ledge below the lighthouse walk Cw, see the 
script and snap a pic or not then return to and climb the stairs. As you 
climb the stairs you'll likely see another crab, (not always there). Circle 
the tower, find the diagram on the wall and take a pic. Shoo the crab off the 
tower and then swim back to the islet. There's only one thing left to do for 
a lack of anything else and that's to shoo the rest of the crabs off the isle. 
Take note, the lights on the central tower go out for every crab you 86. With 
only 1 light left, it's MF. Go to the pedestal, link back to the cathedral, 
enter and touch the pedestal link.

MISTY
 
OK this is different and maybe not a waste of time. Not sure but maybe a lot 
of time has past, the water is gone, there's fog/mist all over and the 
distant islands look wrecked. There are crystals all over the island that 
vary in size from weensy to huge and bright lights on the central tower. This 
time I count the lights and then count the crystals as I walk into them. When 
done there's 2 lights left on the central tower, one is MF and the other is 
most likely on the lighthouse. How to get there? Explore carefully and you'll 
find the path. Once on the tower find a JC and the crystal. There's nothing 
else to do so return to the Misty pedestal, link to the Cathedral and back to 
Ahnonay.

(NOTE)
In my book, this is when game puzzle gets ugly mean, when Mr. Convoluted, 
(god of confusion) swaggers into the picture and where you may become its 
plaything. In 2014 I flailed and flopped around for I don't know how long, I 
reread all the books rechecked all links and BSs, NADA, not one clue on what 
to do to continue in this age. I deleted the book and restarted thinking save 
files or the game code from GOG.com was corrupted. After repeating the same 
areas again, I gave up. This soured me on "Path of the Shell"; the clues if 
they exist were too well hidden for my brain to see. I'm guessing, (hoping) 
it took tons of URU players interacting and maybe stumbling onto the 
solutions. 

The stumble part happened to me; due to frustration, I spaz clicked on the 
Relto book's JC image instead of the islet. I ended up on the floating 
lighthouse chunk beside space Ahnonay's JC; a major surprise but of little 
help at the time due to my level of frustration. Unable to grasp the concept 
of that event doomed me to repeating the cycle up to that point again and 
again. I ended up cheating; I went to on line MYST sites and lurked for 
answers. It turns out to be a convoluted series of links back and forth 
between the Ahnonay and Relto books, JC markers and picture links, the 
Ahnonay island pedestals and Cathedral pedestal links. Who and how this 
individual and or group figured this out was beyond me at the time.
+=+=+=+=+=+=+=+=+=+=+=+=+ 

SPACE

A classic example of entropy the place is torn to pieces and appears to be 
floating in space. There're huge and small chunks of floating debris around 
what's left of the isle and its pedestal. Where's the lighthouse? Visualize 
its position relative to Water and Misty Ahnonay's ILP then look for it, its 
still there albeit floating, wrecked and unavailable from your current 
position. 

Armed with my theorems and new confidence I linked to Relto and touched the 
JC link in book #13. Because I hadn't touched a local JC in Space Ahnonay, 
the JC in book #13 on Relto is still tethered to the Misty isle JC location. 
I appear and stand on the chunk of floating rock the lighthouse used to be on 
and next to the Space JC. Touch the JC, link to Relto then use the book's 
Ahnonay image. Back on Space Ahnonay, mission complete head for the pedestal, 
link to Cathedral, enter and touch the book.

(NOTE)
At 1st it may not be obvious, but the JC isn't exactly in the same position 
as the Misty JC, it has been moved. So, now that we know the JC rule guiding 
its ability to maintain a link between spheres or timelines we have another 
tool in the exploring kit yeah!
+=+=+=+=+=+=+=+=+=+=+=+=+

Don't worry, it gets worse!

WATER

Everything appears normal here, with nothing obvious to do. Out of curiosity, 
(read experiment, regarding the previous JC link up to the floating space 
rock and the JC linking rule); the JC is still tethered to the Space marker. 
Link to Relto and touch the JC image in book #13. Ooh Baby! It's dim with 
barely enough light to see, a wheel and 2 levers, pull each one 1 time then 
exit the Lighthouse, still on Water Ahnonay. The lighthouse occupies the same 
relative space in all 4 spheres. The 2nd obvious thing is the water, its 
stationary, jump in and discover you can now swim in any direction you wish. 
Explore the islands, it'll take some time, you should check them all; some of 
them may have important script tags if you're into collecting them.

(NOTE)
If you've played bunches of times and don't care about script tags, before 
jumping into the water walk around to the back side of the lighthouse and 
look at the island that faces the 2 boulders you previously jumped from to 
swim here. This is your target; you'll see a giant scraggly looking stick 
thing sticking above the facade.
+=+=+=+=+=+=+=+=+=+=+=+=+

Eventually you'll discover one of the facades is hiding a tunnel cave thing 
behind it. Inside, it looks like a secured dock but there's nothing/no one 
there. Climb out of the water, look around and locate the D'ni symbol for the 
#1 on the wall. So this is Maintenance Facility #1 for water Ahnonay #1? 
Explore the area, ignore the door and lever this run, continue through the 
structure, locate and touch the JC for a checkpoint and tethering. Link to 
Relto then to the Ahnonay image in book #13.

(NOTE)
I'm still a bit confused on this event; I figure I should be on water. Is it 
a shortcut? At this point, all I am convinced of is that the pedestal 
advanced MF 1 sphere, what happened with the Relto book image is a mystery. 

+=+=+=+=+=+=+=+=+=+=+=+=+

MISTY

Run to the pedestal and link to the cathedral doors. The previous moves 
somehow adjusted the sphere/timeline, link to Relto then to the JC from book 
#13 and learn that you've arrived at the MF #1 JC position but are standing 
in MF #2. As you probe the area, locate the JC for MF #2, touch it for a 
check point and tethering then link to Relto and then to the Ahnonay image in 
book #13.

(NOTE)
OK, is this a trend due to linking to the MF's?
+=+=+=+=+=+=+=+=+=+=+=+=+
 
SPACE

Run to the pedestal, link to cathedral, enter and touch the book.

(NOTE)
I think this "water Ahnonay" is sphere #4
WATER

Link to Relto and then the JC image in book #13, the previous moves advanced 
the spheres. Due to the extreme dimness of this place it's very difficult to 
read the D'NI symbol for #4, this is MF #4. You landed at the position of the 
JC in MF #2 and there's no JC to be found at this area in MF #4. Run to the 
big round door with the lighted lever ... finally! Pull the lever then link 
to Relto to touch the JC in book #13 and end up in MF #3 at the MF #2 JC 
position.

(NOTE)
Does the round door reverse the sphere rotation?
+=+=+=+=+=+=+=+=+=+=+=+=+

Locate MF #3s JC and touch it for a check point and tethering, then run to 
the big round door and pull the lever. Link to Relto, touch the JC in book 
#13 and land in MF #2 at the location of the MF #3 JC location. Locate the 
"Clock" RP, touch it then link to Relto and then the Ahnonay image in book 
#13.

(NOTE)
Hmmm, I expected to end up on Misty
+=+=+=+=+=+=+=+=+=+=+=+=+

SPACE

Run to and touch the pedestal and link to cathedral. At the doors to 
cathedral link to Relto, touch the JC in book #13 and land back in MF #4. Run 
to the big round door, pull the lever and explore the new area once the door 
opens up. Touch the JC sit in the chair and go for a ride. You'll make 3 
stops on your ride, if you've never been here before take a break and look 
the area over. 

(NOTE) 2/8/18
I don't recall having this issue last time I played in 2015 but I'm old and 
probably suffer from CTE. There have been times the game has flaked and MF 
slides out of the chair as it lowers to the tube and or as the chair rises up 
at the other end. More times than I can remember the levers don't register 
with the TI. I've tried switching between Win 7 and XP compatibility with no 
discernible improvement, to date, the only thing that does appear to work is 
to quit then restart the game. My guess, rebooting resets/corrects whatever 
went mental while playing for any considerable length of time.
+=+=+=+=+=+=+=+=+=+=+=+=+

(NOTE) 3/10/19
The bug/error/glitch appears to be even more pronounced in win 10. It also 
has me falling out of the chair at the 1st stop and or during transit from 
the 1st to the 2nd stop in a number of variations, (close up and at a 
distance from the chair). At 1st I thought it might be due to the fact that I 
was editing the previous version of this guide and shut Word down, it didn't 
solve the issue. To date, the solution to the issue is still to shut the game 
down and restart it.
+=+=+=+=+=+=+=+=+=+=+=+=+

Eventually you rise up into a smallish narrow room; hopefully your ride 
is/was uneventful, walk or run to the 2nd half of the room and inspect. 
Take notes and find the security system across from the cot. The designs are 
familiar yeah. They should be familiar, go to your Gallery pics. If you 
didn't take pics of everything while at the Kadish Gallery, beat feet to the 
Gallery. Locate, and snap the needed pics then return here to solve the 
puzzle. You'll need to recall the chair and ride it back to the small narrow 
room.

Once you're back take a good look at the pic arrays it may take a few brain 
stabs to sink in, eventually you'll figure it out. This next room is also 
weensy but after inspecting it you can see the falls and giant balls on a 
Ferris wheel thing between the room and the falls. There's a clock like 
device in the room, a BS and a JC for a checkpoint. Touch the JC, use the BS 
to see where it leads, take notes and pics for future reference then return 
to the Watcher's Pub via Relto and the book in slot #10. Enter the sunken 
alcove with the 2 linking books, open and touch Er'Cana.
__________________________________________________________________________

9.2 Er'Cana

3/14/19 Er'cana JC omission error correction

You land in what appears to be a water smoothed tunnel, it looks like a lot 
of water flowed through it. Start running in the direction that you faced 
when landing, a small round cave with plants and a grid etched into the cave 
wall. Take a pic then beat feet outside. So maybe not just water erosion the 
rock formation becomes much more rugged 20 plus feet above grade. A rail 
system crosses MF's path from left to right and much further left I can 
barely make out a 2nd rail system. I head right because I can see something 
that may be suspended from the rail. Oh yeah a big honkin strange looking 
machine thing. Climb aboard and figure out how to get it running.

(NOTE) 3/14/19
1. In the 1st edition of my guide, my route to the rock wall depression and 
the fissure scar was different from the previous version to this current 
guide. In the original it occurred after docking the train at the facility, I 
ran back to the fork in the rail to find the JC and fissure scar. I also 
neglected to include the JC on the rail buttress while discovering the 
fissure scar.

2. So to correct the JC error I'm also including the investigation of the 
fissure in this version.

Sorry.
+=+=+=+=+=+=+=+=+=+=+=+=+

I stop the machine and climb off to explore when nearing the 2nd rail system. 
As I climb down I see a depression in the wall to the left past the fork in 
the rail and that the rail continues to the right so I go to the right 1st 
and discover the area is cut off by a large collapse of the ground like a 
sinkhole. I return to the wall depression enter and discover an image marked 
into the wall that looks like the cleft fissure (it has stars in it). Touch 
it and link into a small cavity in the bedrock, there's a pool of water in 
the center of the room a bright light suspended from the ceiling, 3 white 
images painted on the walls and a script tag. Take pics of all 4 wall items 
then link to Relto and use the Er'cana image in the book.

I return to the ore tractor or simply tractor, (my designation) and continue 
to wherever it's going. When it stops I climb down the ladder to explore. 
This place might be an ore processing facility; I thoroughly explore the area 
including the stone ridge separating the 2 tractor rails and find 2 JCs, one 
is attached to the front of the facility and the 2nd JC is attached to the 
side the tractor rail's trestle abutment just outside the wall depression 
with the fissure scar. I then return to the tractor climb up, move to the 
front section and pull the lever.

The front section or ore carrier travels deep into the facility then comes to 
a stop exit and investigate the available area. Outside, a monster sized 
windmill, water and what appears to be a similar area to the right of this 
platform. Head back in and check the dark area out more thoroughly. There's a 
JC, a ladder and access to somewhere below the carrier but it's blocked off 
by it. Up the ladder and figure out how to move the carrier out of the way. 
Once complete enter the new area, notice power switches are like the ones in 
Gahreesen. Make your way to the far end of the conduit locate a script tag on 
the way and then climb the ladder, activate power switch #2, watch the place 
light up then make your way out the to the surface.

Run the Wkwy to the distant building, building #1 check the 3 doorways and 
discover an RP to the left of the wind mill and behind the near outflow pipe 
screen. The far outflow pipe to the right of the windmill has a busted screen 
and the opposite end of it is closed off. Return to building #1, locate and 
press the JC then start the windmill. There's a control room up the middle 
stairs and a 2nd flight leading outside from the CR. Outside there're 4 large 
pools with rotating blades, at the far end of the pool area is building #2. 2 
of the pools and building #2 are unapproachable from this position due to the 
damaged Wkwys. 

There're 2 viewer panels in the control room of building #2, one each side of 
the room. One has a complete representation of the facility on its screen but 
has no controls; the other panel shows the facility in sections and has a 
chair and controls. Knowing what you do about the pools and the outflow pipes, 
a close look at the panel on the right shows you what to concentrate your 
efforts on at the left side panel. It may take bit to square away control use 
so get to work, "asses and elbows"! When you have the correct set up; 
retrieve the RP then run to the far end of the outflow pipe with the broken 
screen and climb up out of the pool. Run into building #2, locate the power 
switch, (it's easy to miss) activate it and check the round room out.

A floor platform at the center of the room lights up, (white light) and 2 of 
the 4 large devices on the floor and at the room perimeter also light up (red 
lights). Take note that the 4 large disks and Wkwy near the ceiling; each 
disk has a section removed, (like a cookie bite). When powered 2 of the disks 
rotate their cookie bites away from the center of the room; also note that 
the platform in the center of the room has 4 sections of missing railing that 
line up with the ceiling disks if not powered. Continue through the room to 
the exterior Wkwy, see that a section of it leading to building #3 has broken 
away and just past the break it's blocked off by a boulder and caution barrel 
you can't move. 

Outside and between buildings #2 and #3 look up to see an upper Wkwy, return 
to building #2 and inspect one of the lighted perimeter devices. It looks 
like a set of 3 gradated gauges. With the information at hand, your pictures 
and a little bit of trial and error you'll have access to building #3. Link 
to Relto then use the JC in book #11 to return to the control room in 
building #1. When you have the correct set up run back to building #2 via the 
outflow pipe, raise the platform in building #2 and use the upper Wkwy to the 
top of building #3 then climb down into it. Turn and walk to the broken Wkwy 
and touch the JC. With minimum investigation you discover you can move the 
boulder but not the caution barrel ... go figure! 

Walk to building #2, you have -0- access from below now that the platform is 
raised, turn and run into building #3 to investigate. The machine thing 
doesn't work; it's either broken or not powered. There're 2 items to the 
right, a BS and a linking book, I use the book 1st. It links me to someplace 
with a device that doesn't work, a linking book back to the previous room in 
building #3 and a ladder up to a balcony with a script tag. So back down to 
the book and link back to building #3. I use the BS; it brings me to the pool 
room with the 3 painted wall images previously seen via the image of the 
fissure found in the wall depression, so I link to Relto and then back to 
building #3

Now what?

1. The 2 powered perimeter devices in building #2 rotated to match the 
orientation of the 2 non powered devices when their power was cut and this 
action allowed the platform in building #2 to rise. 

2. To turn on the perimeter devices, the platform in building #2 must be down. 

So back to building #2 via the Wkwy to lower the platform, once the platform 
is lowered return to building #1 via the outflow pipe and run to the CR. 
Power up the 4 perimeter devices in building #2 then link to Relto, use the 
JC to link into building #3 then enter building #2. TA-DA! All 4 devices are 
powered. 

So what do we know?

When looking into the scope of each device in Room #2 each has 3 images with 
icons at their centers that match images we "should" already have in our 
camera. Each image in the device has a sliding measurement scale beside it.

What do we want to do? 

1. We need to figure out the relationship between the painted wall images 
found and the images in the scopes along with the slide gauges of the 4 
devices.

2. Access your camera sort out what you need then access one of the devices 
and get to work. 

As you complete the 4th device the dark button to the right of the scales 
will light up in all 4 machines. Ensure you press the now lighted button 
before leaving the device as this activates the machine in building #3. At 
this point all 4 machines will begin running a timer, you now have just over 
14 minutes. 

So make a sandwich, pour some soda and eat, or walk your puppy head if you 
have one, (it's a dog BTW). Go to the bathroom ... eat some fruit ... 
whatever, you got time. 

Now, if you endeavored to maintain accuracy when decoding and transferring 
the 3 wall images to the 4 devices you'll have 5 giant energized vanquish 
tablet looking things ready to go in the machine in building #3. When the 
meal is cooked a bright blue light appears on the machine. Push the big blue 
button to open the machine up and expose the tablets. Once the machine opens 
up and comes to a stop push the smaller blue button to release a tablet. Once 
the tablet has been released to the tray you have about 10 seconds to do 
something with it before it goes poof. 

So, touch the tablet in the tray then touch the linking book. You appear in 
the room with the device, now automated that begins working as soon as you 
arrive. It evaluates a tablet's energy potential then drops it into the pool 
below for a visual. If the device's evaluation light travels to the top and 
back you have a good batch, below at the pool the room will light up. So, if 
you're following the guide and have completed Ahnonay up to Kadish's viewing 
room, the falls and 4 balls on the Ferris wheel, you're ready to go. If you 
haven't completed Ahnonay to said point get your floppy buttocks in gear and 
do so then return here to continue the story.

Back in Building #3, push the blue button, touch the tablet and then the BS, 
a second or 2 after arriving above the pool room you'll drop the tablet. If 
you want to extend your visual of the walls surrounding the pool below this 
room return to building #3 ASAP, grab another tablet and return here to 
release another tablet. Release the tablet, link to Relto then use the JC 
link in book #13 to return to Kadish's viewing room. Move to and touch the BS 
to link to the pool room, face the grid or look up through the hole in the 
ceiling to wait for the tablet to drop. Ensure you ready your camera for when 
the room lights up. 

As with the tablet cooking procedure you have another 14 plus minutes to clip 
your toe nails, shave corns and maybe consider having those hammer toes 
looked at by an orthopedic surgeon.

Once the room brightens snap a pic of the grid. So now what? There's only one 
thing left to do and that's to return to the Watchers Pub, if not already 
done, snap a pic of the hologram at the center of the room. Run to the small 
dark 2nd floor alcove and push the lighted button. Enter the room locate the 
lever pull it then move toward the lever and rotate to look just past the 
giant ball in the trough. I got nothin' to do, not hungry; dogs pissed at me 
because I wouldn't let her chase the neighbor's turkeys and my nails are trim. 
So I'm just hanging, not moving till something happens; I read something 
about not moving in one of the books from shelf #2.

(NOTE)
The GOG win 10 version of URU has MF sinking into the narrow ramp trail to 
the device that activates the bridge leading to the Big Tree and it's a 
P.I.T.A. to jump up to the platform to push the bloody button.
+=+=+=+=+=+=+=+=+=+=+=+=+

If you don't move from the light, eventually, (14-15 minutes later) the wall 
in front of you will sprout rungs for your climbing pleasure. Climb up, run 
the narrow ramp to the end and touch the blue button at the end of the 
spindly arm thing attached to the giant blue ball clock looking thing. Once 
the bridge stops run to the steps and over the rickety bridge and into the 
giant tree. There's a shell symbol on the floor, a pedestal with a blue 
button, a wall grid and a JC. Touch the JC and the blue button on the 
pedestal, take a pic of the wall grid then walk the path of the shell. When 
completed you're transported to the island of Myst and land in the Library's 
fireplace of all places. 

Push the red shiny button and exit, look around, there's a cloak or shawl in 
the bottom shelf, all the other recesses and picture frames are empty except 
for the map of the island. Reenter the fireplace, push the button then bring 
out all the wall grids you found from the Watchers Pub, Ahnonay and Er'Cana. 

(NOTE)
I found it much easier to take lined paper to make the 8 x 6 grid; it was 
much faster and just better for me. 
+=+=+=+=+=+=+=+=+=+=+=+=+

When you have applied all found grids into the one, insert each square into 
the grid attached to the back of the fireplace door then push the red button. 
If the grid is correct the fireplace will rotate and reward you with a 
linking book ... yay! Touch it and be sent to K'veer, the place of Atrus' 
imprisonment and then be led through another Yeesha speech and a scene from 
D'NI. When complete you end up back at the prison where you find an RP ... 
Aww pretty flowers, a jacket and a letter. When complete link to Relto. 

Go to shelf #1 and to book #4, Kadish Tolesa. Open to the JC and link to the 
vault. Jump to the floor and head for the door, turn right at the top step 
and run along the wall past the crates. Locate a linking book that wasn't 
there before. Touch the book and reappear in a near empty vault, explore and 
locate the butterfly RP, touch it then link to Relto, (I have no interest in 
the helmet). As of now you should have 15 Relto pages in your personal Relto 
book, the results of which are apparent if and when you take in all that now 
exists on the plateau. And maybe looking through your personal Relto and 
counting. 

You might think, "ALRIGHTY THEN! I'm done", but you'd be WRONG! There's one 
more RP to go. Move to shelf #1, open the Myst book in slot #14 and return to 
the Myst Library. As far as I can tell this is one of the instances in URU 
where no clue that I know of exists outside of finding mention of it at a 
MYST site. Know this; I haven't played MYST since 2011, so I had no memory of 
the Myst fireplace grid pattern book. I Googled MYST and watched, (read FF'd) 
through a video to the end where sure enough Sirrus describes the book, its 
location and pattern 158. A book full of grid patterns and the player stops 
at pattern 158; I copy the grid and shut the video down. 

I return to MYST and use pattern 158 on the fireplace door. It rotates and I 
take possession of a BRAND NEW CAR ... no, it's a Fireplace RP MONTY!

(NOTE)
If you no longer have Myst, (the original game or Masterpiece addition, I 
have no clue about the updated "Real Myst" version) you can easily Google 
"Pattern 158 Myst" and get a good representation of it to use in the 
fireplace. Don't waste your time with Bing all I got were knitting patterns 
and a few Myst book images. 
+=+=+=+=+=+=+=+=+=+=+=+=+

Meanwhile back at the plateau it appears to be a pleasant place to kick back 
and take 30, too bad there isn't a fold out couch or easy chair and a fridge. 
If you don't delete the avatar you'll get to see the tree grow over time.
________________________________________________________________________

10. Solutions URU puzzles

Gahreesen Power Puzzle

If you're fast and accurate you can do this within 2 steps.
Stand on the magneto till it tops off then run to panel #1, pull the 
crankshaft lever, run to and step on the clamp closest to the magneto then 
run back to and stand on the magneto. When it tops off again run to and step 
on the 2nd clamp, run to panel #2 and pull the cog lever to complete the task. 
Power is now self-sustaining; panels #2 and 5 (cog and general structure 
doors) are connected; pull the levers for panels #3 and 4 to complete the 
objective.

If the structure doors do not open when approached, you forgot to take the KI 
device from the bluish machine on the 1st floor. Link to Relto then back to 
the ILP, run to the KI machine, acquire the KI device and all doors will 
function.
+=+=+=+=+=+=+=+=+=+=+=+=+

Gahreesen Revisited

Prison cell

Drop through the hole in the floor, turn to face the exterior window to see 
the world going by then 180 to face the hub. Walk to the corridor 
intersection and turn right, run the corridor to the 2nd intersection and 
stop. Turn left to face the hub, see the ladder in the short section, move to 
and climb up.
______________________________________

Teledahn Power Puzzle

It doesn't matter whether you pull the 3 levers or press the yellow KI/#3 
pedestal 1st, but the pedestal must be pressed 3 times, (KI=3) to activate 
the contraption. Obviously only 2 of the 3 levers work; once the telescoping 
tower has extended to full height and the array has opened up go to the 
periscope device. After playing with the 3 buttons for a sec, it sort of 
seems overly obvious what the contraption is used for. So, the age rotates 
from left to right, begin turning the array to the right till the sun appears. 
Then begin tapping the left button to change your direction, follow, catch up 
to and match the age's rotation to lock the sun within the scope. 

Raise or lower the scope to center the sun in it. You'll hear the age power 
up, exit the array. If you neglect to activate the 2 lever stations you won't 
have power to the 2 transportation options.
+=+=+=+=+=+=+=+=+=+=+=+=+

Prison Puzzles #1, 2 and 3

1. The panel in room #2 and the drawing from the room above the ILP are the 
keys to solving the puzzle. The panel has 3 dark and down squares and 4 light 
and up squares. They represent the pressure plates in room #1; it happens 
that the 4 up and light squares represent plates #2, 4, 6 and 7. Move stones 
onto those plates and gates #1 and 2 will rise.

2. Once you enter room #2, move to the panel and pull the dowel of the far 
left square near gate #3 and gate #3 will rise. Replace the dowel then run to 
and through gate opening #3 before it closes. Go to the cubby hole and link 
out, when complete link to Relto then the JC from the Teledahn book.

3. You end up back in prison cell room #1, gates #1 and 2 are up, walk into 
room #2 and pull the dowel from one of the panel squares. Gate #3 rises 
clearing your way to continue exploring.  
______________________________________

Kadish Tolesa ring puzzle

The wall object in the Kadish museum has 3 rings, top, middle and bottom. If 
you pay attention to the 2 temple scopes and the one lone scope, one of the 
temple platforms is higher than the other; the lone ring is at ground level. 
Each ring has 3 levers, left, middle and right at the bottom of the ring. The 
left lever moves all ring sections, the middle lever moves 2 ring sections 
and the far right lever moves 1 ring section. If you haven't messed with any 
of the rings, the top ring sequence is (4-1-5). The middle ring is (0-0-3) 
and the bottom ring is (3-7-3).
+=+=+=+=+=+=+=+=+=+=+=+=+

KT floor puzzle #1

Again all you need to solve it is the image of the museum object. The circle 
is the floor; the 5 small circles on the side are the pedestals. Pedestals 1 
and 4 are dark; pedestals 2, 3 and 5 are lit and this provides the floor 
footprint. There is a Wkwy along one side of the floor where no lights reside, 
at one point on the gallery image there is a red dot showing you where to 
begin the path to the center of the room. 
+=+=+=+=+=+=+=+=+=+=+=+=+

KT floor puzzle #2

Press button, wait a while, (about 2 mins) then press it again. Go to right 
side of platform locate and follow the path of tree symbols with 3 branches 
emanating from the trunk of the tree to opposite end of the room. The floor 
will lower when you step onto the last floor pictogram. Step off, press or 
don't press the button then touch JC. 

(NOTE)
I used to believe that only the trees with a single main trunk and 3 branches 
qualified, forcing me to jump over 2 pictograms that appear to have 2 extra 
trunks, 1 to each side of the central trunk. Sometimes this forced a fail 
when jump momentum caused me to contact the perimeters of abutting tiles. I 
was wrong, because the 2 pictograms in question have a central trunk with 3 
branching limbs they qualify.
+=+=+=+=+=+=+=+=+=+=+=+=+

KT Piston Puzzle

This is a 2 part puzzle; part #1 requires you to access the JC at the top of 
the room. This sequence isn't mentioned in the Gallery pic. However it is 
simple, the maximum number of pulls to bottom out the counter weights is 8. 
The maximum number of pulls for any piston is 4. With your back to the wall, 
and the 4 levers between you and the pistons, the levers are numbered 1, 2, 3 
and 4 from left to right. Pull lever #four 4 times, then lever # three, 3 
times and lever #2 once. Climb the pistons, touch the JC then run back to the 
pistons, jump before you get to the pistons ladder to avoid the climb down. 

When you have the JC return and reset the pistons.

4 pistons, red, white, green and blue and each piston has 3 matching colors 
in the ring rotating around the perimeter. Write down the 3 numbers for each 
colored square matching a piston. Red (2-3-4), white (1-2-3), green (2-3-4) 
and blue (1-3-4); red is missing #1, white #4, green #1 and blue #2. This is 
the piston sequence that will open your XP to the next section of the game.
+=+=+=+=+=+=+=+=+=+=+=+=+

KT Vault Panel Puzzle

Museum object with 6 pedestals and rotating tops, Symbols at top of each 
pedestal equal the number of said pedestal, e.g., Trees = #1, Squares = #2, 
Mushrooms, (I think) = #6. The cavern pedestal/panel has 6 buttons; each 
button has 4 symbols, each symbol is represented in the museum object by 
number. 

1. Write down and space 1 thru 6 on paper to represent the 6 panel buttons.
2. Find the number equivalent to each symbol above each button, write down 
under button.
3. Delete all duplicate numbers in the 6 number sets.
4. Determine what numbers 1 thru 6 are missing in each set.
5. Write missing numbers for each set under corresponding set and button.
6. 1st button on left is marked; (D'ni #1) therefore is set as number 1
7. Subtract the number 1 from the remaining 5 sets.
8. This leaves the #6 under button 6 as only number, so #6 is button 6
9. Subtract #6 from remaining sets button #5 becomes button #2.
10. Subtract #2 from remaining sets now the second button becomes button #3.
11. Subtract #3 from remaining sets now the 3rd button becomes button #4.
12. Subtract #4 from remaining sets now the 4th button becomes button #5
13. Press the panel buttons in this order, (1-5-2-3-4-6) and door opens
______________________________________ 

Eder Kemo/Eder Gira

Geyser puzzle 

Cover all geysers but the one below JC #1. Stand on the geyser and ride the 
gust up to the ledge, touch the JC then run off the ledge and back to the 
vent below the break in the wall to side 2 of Eder Gira. Release the gate on 
that geyser then return to the ILP vent and cover it. Run back to the vent 
below the break and ride the gust over the break in the wall to side 2 of 
Eder Gira.
_____________________________________

Cleft Imager Puzzle

Each time you return an age's totem through its Bahro cave door pay attention 
to the age's floor symbol, draw it or use the KI device. Ensure you return 
the totems in the order that they were removed, lastly pay attention to the 
age's symbol relative to the other floor symbols. If you pay attention and 
take a second while there it'll be very easy and save you tons of grief.

Example;
So, you took K. Tolesa's totem 1st, and then took Teledahn's 2nd and 
Teledahn's totem was to the left of K. Tolesa's. Gahreesen's totem is 3rd and 
opposite K. Tolesa's totem lastly E. K&G's totem. 

Your notes would read like this (K. Tolesa symbol, #1, N for north) (Teledahn 
symbol, #2, W) (Gahreesen symbol, #3, S) and (E.K&G symbol, #4, E)

Return the totems in the order they were taken, pay attention to each floor 
symbol and its relative position to the other totems. Input the correct 
symbols in the correct order, the imager will activate and Yeesha will appear 
and begin her speech.
__________________________________________________________________________

To D'NI, Light Garden puzzle and GZ marker locations

Light Garden puzzle

1st reference found in D. Sharper book 04, workspace/study Tokotah. Last page 
of book 12/9/2014, TGZ, books private rooms "Kirel", lights. 12/10/2014; 
(G.O.B). 2nd reference found in spy room, look through scope, see chart with 
"Bob OGoobo", the colors Blue, Orange and Green and a sketch of Alternate 
Bevin known as Kirel. The clever clue is in the sketch, the stairs leading to 
the water garden are on the right. In Bevin and Kirel you'll find a bridge 
overlooking a Water Garden, on the bridge you also find a Blue, Orange and 
Green set of light switches. Click (Bob O'Goobo)
+=+=+=+=+=+=+=+=+=+=+=+=+

Accessing the great Cavern

Return to Tokotah Alley activate the KI device, (make it visible) and take 
note of the coordinates found in the Sharper log, 2175.58.81, get as close to 
it as possible then wait for the GZ beam to appear. The laser takes 2 minutes 
to complete 1 rotation, I don't know if one must run/jump up to the sparkles 
but I do. Ensure the shell is complete before you jump into it or you'll link 
back to Relto. If successful, you'll then link into a room that appears to be 
sleeping quarters. Search the room, read the journal and exit to a big honkin 
hole in the ground. There is a spiral walkway around the perimeter but it 
stops in both directions. Jump off and return to Relto.
__________________________________________________________________________

PATH OF THE SHELL

Ahnonay

Accessing the offshore lighthouse tower

From the ILP run to the back side of the isle and locate 2 boulders just off 
the isle. Run/jump to the 2nd boulder, while facing the island in the 
distance, (lines up with the 2 boulders) run and jump into the water. 
Consider the distant island as 12:00, turn to about 1:30 and swim, (I use 
mouse buttons 1 and 2). Eventually you'll see another island appearing to 
your right and then you'll wash up on the ledge surrounding the lighthouse.

Security code to the small Kadish viewing room after riding the Orb

The solution is at the top of the stairs in the Kadish Gallery/museum 1st 
found when exploring Kadish Tolesa. The image sequence is read from left to 
right, 1-8 press the image buttons on the device in that order and the door 
will open to the next room.
__________________________________________________________________________

Er'cana

Control Room #1 Pool puzzle

Sit at the left side control panel and keep pressing the light blue button to 
your left until you have the image of the 4 pools in front of you. 4 levers 
will pop up to your left with the D'ni numbers 4, 2, 2 and 1 from bottom to 
top. 
Press #4, the right side of the panel lights up showing 3 disks the top one 
is the propeller the middle is the gate and the bottom is the water. Press 
all 3 disks from top to bottom, then on the left press #2, its 2nd lever from 
the top and do the same thing on the right. Now you have access to the RP on 
the left outflow pipe and access to the far end of the 4 pool area from the 
outflow pipe to the right of the wind mill.

Control Room #2 platform/ceiling disks puzzle

Return to the CR in Room #1 and sit at the panel, press the left blue button 
to slide the schematic left to Room #3 and the 4 devices in it. It shows 2 
powered devices, press the vertical buttons on the left for access to the 
images on the right and kill power to the 2 devices then return to Room #2. 
The 2 ceiling disks have rotated to their un-powered position. Raise the 
center platform and then access the Wkwy to the roof access of Room #3.

Powering the 4 Devices in Room #2

Return to the CR in Room #1, at the control panel power the 4 Devices in Room 
#2 then activate the 2 pools, link to Relto then use the JC in the Er'cana 
book to return to Room #3. In your travels, BS in Room #3 and fissure scar in 
the rock wall depression near the ore train rails. You have 3 images from the 
wall in the pool room; each image has an icon at its center that matches one 
of the 3 images in each of the 4 devices in Room #2. Each pool wall image has 
a set of spokes radiating from its center, count them and use them in all 4 
devices in Room #2. When the 4th device is set all 4 devices will light up 
and begin a count down that lasts 14 minutes our time.
__________________________________________________________________________


11. RELTO PAGES PER AGE

Relto Pages 

URU

1. Debris, Gahreesen, gash in floor little rotator, near ILP Butterflies, 
2. Waterfall, Gahreesen, prison cell, Teledahn BS, room near Journey door 
3. Roof, Teledahn, Sharper office/bdrm, near aquarium
4. Dock, Teledahn, via BS from Ferry Terminal tunnel
5. Pine Tree, Kadish Tolesa, on ground before pyramid far side ground crack 
6. Kadish Tolesa, Vault, available after URUCC completed 7. Flowers and grass, 
7. Paint work & rug, Eder Kemo, ledge garden before tunnel to link book 9. 
8. Rain, Cleft, imager after completing journey

To D'NI

9. Sun & moons, Ae'gura, Tokotah plaza, temple/museum
10. Imager, Great Zero Courtyard, below ILP and beside stairs
11. Islands, Bevin, water garden, between 2 windows
12. Music player, cave great shaft, end To D'NI, Tokotah Alley

Path of the Shell

13. Clock, Ahnonay, Maintenance Facility #2 
14. Fire Marbles, Er'cana, outflow pipe left of windmill
15. Fireplace, Myst library, end of POTS, link from great tree, pattern 256 
16. Myst fireplace K'veer, combined POTS grid patterns, 
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11.1
BAHRO STONES PER AGE

Bahro Stones

URU

#1, Gahreesen LR, locker room #1, Links to balcony in Bevin
#2, Gahreesen BR, conference room, Links to Tokotah balcony
#3, Teledahn Sharper office, links to stubbed mushroom overlooking machinery
#4, Teledahn storage room, near journey door tunnel, to Gahreesen prison cell
#5, Kadish Tolesa puzzle #1 part 2, to balcony overlooking D'NI cleft
#6, Eder Gira waterfalls, links to room above Tokotah plaza
#7, Eder Kemo rotating statue, links to Bevin balcony over linking dome

To D'NI

#8, Ferry Terminal end of tunnel, links to wrecked dock, Teledahn, RP
#9, Kirel Egg room, links to Tokotah alley
#10, Kirel Egg room, links to Palace Alcove
#11, Kirel Egg room, links to Concert Hall Foyer
#12, Kirel Egg room, links to Great Library
#13, Kirel Egg room, links to Great Zero Antechamber

Path of the Shell

#14, Kadish Ahnonay Control room, links to bottom of Well, There's a picture 
of the Well on the shelf of the control room.
#15, Er'cana Pellet machine, links to top of Well
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12. LOCATIONS OF GREAT ZERO MARKERS

(NOTE) 2 things
1. Regarding the brown Relto Tree Book in slot #7, I cross matched the 5 slot 
#7 books I have, only a couple of the links aligned chronologically. I always 
use the same route and acquire objects in the same order. As an experiment I 
created 2 more avatars, followed the same paths and pickups order, 2 more 
slot #7 books with out of sync links. The real stab in the neck, "THEY KEEP 
CHANGING ORDER"!!! Does this happen to anyone else out there or is it a quirk 
of my game and or system? I never would have noticed it if I hadn't decided 
to include the Great Zero Markers in the current guide revision. So, when I 
reference the book in slot #7 I'll provide a description of the link.

2. I made 2 lists during 2 recent runs through To D'NI and notice that 4 of 
the 5 marker locations of marker set #1 can be swapped with 4 of the markers 
from marker set #2. Other than that, all 20 marker locations provided are 
accurate regardless of the marker set they appear in.
+=+=+=+=+=+=+=+=+=+=+=+=+

The 1st 20 GZ markers are presented to you in 2 sets. Set #1 has 5 markers 
you'll D/L the 5, search for, collect and then return to the Ante Chamber to 
register the set. Set #2 has 15 markers and the collection rule is the same 
except the 2nd set will be registered in the GZ courtyard KI device. When 
both sets have been registered access to the GZMU is granted. There are 4 
markers, each marker is D/L'd individually from 1 of the 3 available GZMUs. 
Each marker is searched, found and registered with the GZMU it was D/L'd from. 
When markers #1-3 have been registered GZMU #4 is made available.

Set #1
#1 GZ Anti Chamber, 
#2 Bevin, stairs behind linking dome, mid way down to water garden
#3 Kirel, balcony above ILP auditorium
#4 Kirel, water garden above yellow dome
#5 Kirel, classroom behind linking dome

Kirel Egg Hub room GZ antechamber, register set #1 then D/L set #2 Nexus 
Tokotah Alley

Set #2

#1 up stairs, right, to end of Wkwy
#2 Tokotah Plaza, Cw, left Temple EP,
#3 Enter Temple, right side, end, left side RP
#4 Exit Temple, continue Cw, short alley, above caution barriers 
#5 180, through stone arch plaza, down stairs to platform right into pub 
#6 exit down to ferry terminal, right bottom of stairs above caution cones
#7 left from cones to end, right, through opening, right to end of docks
#8 back to and past stairs, register with KI, to end of tunnel, BS, dock RP

Relto, Nexus, Concert Hall Foyer

#9 Concert hall foyer, face KI device, left down stairs left above railing
#10 down canyon level, wrecked road, barriers, locate lower ledge below road 
drop to

Relto, book slot #7 Library link

#11 Library, bottom level, exit run back to Tokotah Plaza
#12 past long stairs up, on right above railing
#13 forward to intersection go left onto wooden bridge; on right below bridge

Relto, book slot #7, balcony above and to rear of Tokotah Plaza

#14 right side balcony

Relto, Nexus, Rezeero

#15 ILP, down stairs, one side marker, other side imager RP, run up stairs to 
the KI device and register the 15 markers.

GREAT ZERO COURTYARD

Run to the GZ Calibration Center

GREAT ZERO CALIBRATION CENTER

GZMUs #1-3 are available, this is my order

GZMU #2, D/L CGZM #1 from GZMU #2 left side rear 61131.74.84

CGZM #1 Relto, book slot #7 Kadish Gallery, Relto book slot #9, GZCC and GZMU 
#2 to register

GZMU #1, D/L CGZM #2, left side front 59863.57.77 

CGZM #2, Relto, book slot #7 (think palace balcony) above canyon close to 
Tokotah Plaza, Relto, book slot #9 GZCC and GZMU #1 to register

GZMU #3, D/L CGZM #3 right side front 60143.1001.70

GZMU #3, Relto, book slot #8, page 6, link #3, Bevin balcony above linking 
dome to Nexus, Relto, book slot #9, GZCC and GZMU #3 to register

GZMU #4, D/L CGZM #4, right side rear 57325.110.79

GZMU #4, Relto, book slot #7, Great Library, right side rear, along busted 
road next to last road caution barrier, edge of cliff, look down, square up 
to and run off road, touch marker, Relto, book slot #9, GZCC and GZMU #4 to 
register
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